Shading/Texturing. Dr. Scott Schaefer

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1 Shading/Texturing Dr. Scott Schaefer

2 Problem /

3 Problem /

4 Problem 4/

5 Problem /

6 Problem /

7 Shading Algorithms Flat Shading Gouraud Shading Phong Shading /

8 Flat Shading Apply same color across entire polygon Calculate color once per polygon Typically use center of polygon Fast, but not very desirable for smooth shapes 8/

9 Flat Shading Image taken from 9/

10 Gouraud (Per-Vertex) Shading Assume normals at vertices of polygon If all normals the same, then the result is the same as flat shading Determine color at each vertex Interpolate colors from vertices across polygon /

11 Gouraud (Per-Vertex) Shading Assume normals at vertices of polygon If all normals the same, then the result is the same as flat shading Determine color at each vertex Interpolate colors from vertices across v polygon k N v vv v v k v k k N V k n k n k N N k k /

12 Flat Shading Image taken from /

13 Gouraud Shading Image taken from /

14 Phong (Per-Pixel) Shading Assume normals at vertices of polygon Interpolate normals from vertices across polygon Determine color at each pixel in polygon Captures highlights better 4/

15 Gouraud Shading Image taken from /

16 Phong Shading Image taken from /

17 Phong Shading Problems Not perfect and highly dependent on normals /

18 Interpolating Over Polygons Given values at vertices of polygon, how do we interpolate data over interior? 8/

19 Interpolating Over Polygons Given values at vertices of polygon, how do we interpolate data over interior? - values could be either normal or color v v v 9/

20 Interpolating Over Polygons Given values at vertices of polygon, how do we interpolate data over interior? - values could be either normal or color v v v /

21 / Interpolating Over Polygons maxy currentx xincr Edge currentf fincr maxy: currentx: xincr: currentf: fincr: ), max( y i y i otherwise x y y y x i i i i i, ), min(, i i i i y y x x otherwise f y y y f i i i i i, ), min(, i i i i y y f f

22 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB AC 4 B: [ ] C:[ ] A:[ ] 4 /

23 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB 4 AC 4 B: [ ] C:[ ] A:[ ] 4 /

24 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB 4 AC df B: [ ] A:[ ] 4 4 C:[ ] 4/

25 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB 4 AC df F B: [ ] A:[ ] x C:[ ] /

26 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB 4 AC df F 4 B: [ ] A:[ ] x C:[ ] /

27 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB 4 AC df F B: [ ] A:[ ] x C:[ ] /

28 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB AC 4 4 B: [ ] C:[ ] A:[ ] 4 8/

29 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB AC 4 CB 4 4 B: [ ] C:[ ] A:[ ] 4 9/

30 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB AC 4 CB 4 4 B: [ ] C:[ ] A:[ ] 4 /

31 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 4 B: [ ] C:[ ] A:[ ] 4 /

32 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 df F B: [ ] A:[ ] x C:[ ] /

33 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 df F 4 B: [ ] A:[ ] x 9 8 C:[ ] /

34 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 df F B: [ ] A:[ ] x C:[ ] 4/

35 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 df F 4 A:[ ] x B: [ ] 9 8 C:[ ] /

36 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 df F B: [ ] A:[ ] x C:[ ] /

37 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 df F 4 A:[ ] x B: [ ] 9 8 C:[ ] /

38 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 df F B: [ ] A:[ ] x C:[ ] 8/

39 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 B: [ ] C:[ ] A:[ ] 4 9/

40 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB df F B: [ ] A:[ ] x C:[ ] 4/

41 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB df F 4 B: [ ] A:[ ] x 9 8 C:[ ] 4/

42 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB df F B: [ ] A:[ ] x C:[ ] 4/

43 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB df F 4 A:[ ] x 9 9 B: [ ] 9 8 C:[ ] 4/

44 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB df F B: [ ] A:[ ] x C:[ ] 44/

45 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB 4 4 CB 4 B: [ ] C:[ ] A:[ ] 4 4/

46 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB 4 4 CB df F B: [ ] A:[ ] x 4 C:[ ] 4/

47 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB 4 4 CB df F 4 B: [ ] A:[ ] x C:[ ] 4/

48 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB 4 4 CB df F B: [ ] A:[ ] x C:[ ] 48/

49 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 B: [ ] C:[ ] A:[ ] 4 49/

50 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List AB CB 4 B: [ ] C:[ ] A:[ ] 4 /

51 Interpolating Over Polygons maxy currentx xincr currentf fincr Active Edge Table 4 CB AB AC Active Edge List 4 B: [ ] C:[ ] A:[ ] 4 /

52 Interpolating Normals Exactly the same as colors Must renormalize Does not produce even spacing n n /

53 Interpolating Normals Exactly the same as colors Must renormalize Does not produce even spacing n n /

54 Interpolating Normals Exactly the same as colors Must renormalize Does not produce even spacing n n 4/

55 SLERP (Spherical Linear Interpolation) n n /

56 SLERP (Spherical Linear Interpolation) n(t) n t ( t) n /

57 SLERP (Spherical Linear Interpolation) n n n( t) n(t) n t ( t) n /

58 SLERP (Spherical Linear Interpolation) n n n( t) n( t) n n n(t) n t ( t) n 8/

59 SLERP (Spherical Linear Interpolation) n n n( t) n( t) n n n n t n n n ( ) ( ) ) ( ) n n t n n n ( n(t) n t ( t) n 9/

60 SLERP (Spherical Linear Interpolation) n n n( t) n( t) n n n n( t) ( n n ) n n( t) ( n n ) n(t) n t ( t) n /

61 SLERP (Spherical Linear Interpolation) n n n( t) n( t) n n n n( t) n n n n( t) n n n(t) n t ( t) n /

62 SLERP (Spherical Linear Interpolation) n n n( t) n( t) n n n n( t) sin( t) n n sin( ) n n( t) sin( ( t)) n n sin( ) n(t) n t ( t) n /

63 SLERP (Spherical Linear Interpolation) n n n( t) n( t) n n sin( t) sin( sin( ( t)) sin( n(t) ) ) n t ( t) n /

64 SLERP (Spherical Linear Interpolation) sin( ( t)) n sin( t) n n( t) sin( ) n(t) n t ( t) n 4/

65 SLERP (Spherical Linear Interpolation) sin( ( t)) n sin( t) n n( t) sin( ) n( ) n n( ) n n(t) n t ( t) n /

66 SLERP (Spherical Linear Interpolation) sin( ( t)) n sin( t) n n( t) sin( ) n n /

67 Interpolating Over Polygons Linear interpolation algorithm not actually correct when using perspective Need to use a rational interpolant to correct for distortion /

68 Texture Mapping Geometry and lighting alone do not provide sufficient visible detail Paste D image onto D surface Surface appears much more complex than reality 8/

69 Texture Mapping 9/

70 Texture Mapping /

71 Texture Mapping /

72 Texture Mapping /

73 Texture Mapping Assume texture parameterized by u, v v u /

74 Texture Mapping Any u, v coordinate maps to a point on the image v u 4/

75 Texture Mapping Associate texture coordinates with each vertex on the surface v u /

76 Texture Mapping During polygon drawing, lookup color from texture using interpolated texture coordinates v u /

77 Sampling Textures /

78 Sampling Textures u,v 8/

79 Sampling Textures Nearest neighbor Blocky results u,v 9/

80 Nearest Sampling Example 8/

81 Sampling Textures Nearest neighbor Blocky results Linear blending Smooth appearance u,v 8/

82 Sampling Textures Nearest neighbor Blocky results Linear blending Smooth appearance u,v 8/

83 Sampling Textures Nearest neighbor Blocky results Linear blending Smooth appearance ( ) u,v ( )( ) ( ) 8/

84 Nearest Sampling Example 84/

85 Linear Sampling Example 8/

86 Sampling Textures Nearest neighbor Blocky results Linear blending Smooth appearance u,v Can be much more complicated 8/

87 Other Uses of Texture Mapping Environment Mapping Bump/Normal Mapping Displacement Mapping. Any attribute of the surface position, normal, color, etc can be placed in a texture 8/

88 Environment Mapping Cheap attempt at modeling reflections Makes surfaces look metallic Use six textures to model faces of a cube Assume cube faces infinitely far away The reflected eye vector is used to find which of the textures to use and what texture coordinate 88/

89 Environment Mapping 89/

90 Environment Mapping 9/

91 Environment Mapping Reflected ray: r ( nv) n v viewer v n r reflective surface environment texture image Texture is transferred in the direction of the reflected ray r from the environment map onto the object 9/

92 How to represent the map viewer 9/

93 How to represent the map viewer 9/

94 How to represent the map viewer 94/

95 How to represent the map viewer Store colors of every possible direction in texture maps 9/

96 How to represent the map viewer c c c c c v Store colors of every possible direction in texture maps 9/

97 How to represent the map viewer c c c c c v Store colors of every possible direction in texture maps Look up texture maps based on reflected vector 9/

98 Environment Mapping 98/

99 Environment Mapping 99/

100 Bump/Normal Mapping Replace colors R,G,B with coordinates X,Y,Z Interpret pixels as normal vectors Makes the shading look more complicated than geometry really is After bump mapping /

101 Bump/Normal Mapping Example /

102 Bump/Normal Mapping Example /

103 Bump/Normal Mapping Example /

104 Displacement Mapping Offset geometry in direction of normal Encode offset inside texture Used to actually change the geometry and provide more detail (especially silhouette) Difficult/expensive to perform with current hardware 4/

105 Bump/Normal Mapping Example /

106 Displacement Mapping Example /

107 Displacement Mapping Example /

108 More Examples GPU Tessellation 8/

109 More Examples GPU Tessellation 9/

110 More Examples /

111 Problems with Texture Mapping /

112 Problems with Texture Mapping Textures composed of separate pieces called charts Boundaries don t match Sampling issues Not very noticeable for color Huge problem for displacement mapping /

113 Problems with Texture Mapping /

114 Problems with Texture Mapping 4/

115 Problems with Texture Mapping Display Texture /

116 Problems with Texture Mapping Display Texture /

117 Problems with Texture Mapping Display Texture /

118 Mipmapping Set of down-sampled textures Pick one based on size of sampling region Improves quality of sampling Magnifies sampling problems 8/

119 OpenGL and Shading glshademodel(gl_smooth) glshademodel(gl_flat) 4 B: [ ] C:[ ] A:[ ] 4 9/

120 OpenGL and Texturing // load an image somehow unsigned int texid, imagew, imageh; unsigned char *image=loadimage( puppy.jpg, &imagew, &imageh); glgentextures(, &texid); glbindtexture(gl_texture_d, texid); gltexparameteri(gl_texture_d, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gltexparameteri(gl_texture_d, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glteximaged(gl_texture_d,, GL_RGB, imagew, imageh,, GL_RGB, GL_UNSIGNED_BYTE, image); /

121 OpenGL and Texturing glbindtexture(gl_texture_d, texid); glbegin(gl_triangles); gltexcoordf(u,v); glvertexf(x,y,z); glend(); /

122 /

123 Problems with Texture Mapping /

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