Texturing Theory. Overview. All it takes is for the rendered image to look right. -Jim Blinn 11/10/2018

Size: px
Start display at page:

Download "Texturing Theory. Overview. All it takes is for the rendered image to look right. -Jim Blinn 11/10/2018"

Transcription

1 References: Real-Time Rendering 3 rd Edition Chapter 6 Texturing Theory All it takes is for the rendered image to look right. -Jim Blinn Overview Introduction The Texturing Pipeline Example The Projector Function The Corresponder Function Texture Values Image Texturing Magnification Minification Cube Maps Alpha Mapping Texturing in WorldViz Vizard Texture Animation Texturing in 3D Studio Max 1

2 Introduction Texture A Component of a Material Textures can fill a variety of roles, the most typical being the diffuse component of an object Introduction Texture the look and feel of an object modifying surface appearance via an image or function Texturing a method to efficiently model a surface s properties 2

3 Introduction Texture Mapping binds images to polygons to increase realism without drastically increasing detail After an image is loaded and used it is referred to as a texture map The individual pixels of an image are referred to as texels to distinguish them from screen pixels Introduction Texturing adds detail with little expense thanks to hardware 3

4 Introduction Textures can be 1, 2 or 3 dimensions ( technically, even 4 ) Gradient Image Marble, Leather, Mathematical Functions Introduction 4D Texture 4

5 Introduction Mapped through the use of Texture Coordinates Texture coordinate range: [0.0f -> 1.0f) Texture coordinates are denoted as: (U, V, W) or (S, T, R) 3D Polygon UV Coordinates Texturing Pipeline The process of apply textures to an object is a pipeline Through the use of several functions, we arrive at the final color value sampled from a texel 1. Use the model s local vertex positions 2. Apply a projector function to obtain parameter-space values. Parameter space values are used to access the correct piece of a texture. This process referred to as mapping 5

6 Texturing Pipeline 3. Corresponder functions are used to transform the parameter-space values to texture space (image space) and specify what to do outside the [0,1) range The values can be obtained from the texture (array indices into a pixel map 4. A value transform function transform the texel s value if needed. Additional step if values need to be adjusted Texturing Pipeline - Example Get the (x,y,z) position of the point (local coordinates) Apply projector function: (x,y,z) -> (u,v) Values are mapped: (-2.3x, 7.1y, 88.2z) -> (0.32u,0.29v) (0.32u,0.29v) are now parameter space coordinates 6

7 Texturing Pipeline - Example The corresponder function converts the [0->1) parameter space coords between 0 and image size Multiply the [0,1) value by image size Image size is a power of 2 and square (256x256) The values become (81.92u, 74.24v) Texturing Pipeline - Example Drop the fractional component (81u, 74v) Sample the pixel at (81u,74v) Get the color (0.9R, 0.8G, 0.7B) A transform function could be used if it was too dark Scale up the color by 1.1: (0.99R, 0.88G, 0.77B) 7

8 Projector Function Real-time graphics usually have the projector function applied during asset creation stage The projection information is stored per vertex as a texture coordinate (our UV coordinates) You will be assigning your model s UV coordinates inside of Maya using the UV Projections Projector Function You do not need to just use the projector functions provided, you can create your own skins that appear heavily distorted and organic 8

9 Projector Function Examples of Basic Projector Functions: Spherical Cylindrical Planar This will be further explained inside of 3D Studio Max Projector Function Multiple types of projectors were used to unwrap this hand 9

10 Projector Function Projecting a curved /organic surface is not without problems Projector Function Look at all the breaking /cutting to unfold an orange 10

11 Projector Function There is no stress/strain when stretching UV coords Instead of breaking we will get distortions Manually insert cuts to reduce distortions View the distortions by applying a pattern across the surface (checkerboard) Stretching can be created easiest by selecting a vertex with smooth select and displacing the points Utilizing various techniques can get you less distortion, but may include many cuts Projector Function - Unfolding 11

12 Projector Function - Cutting Projector Function - Layout 12

13 Projector Function Corresponder Function The corresponder function converts the (u,v) parameter into texture space (where we get the actual pixel value) Provides flexibility when applying textures Allows for matrix transformations to translate, rotate, scale, shear and project the texture on the surface Most importantly: Determines how the texture is sampled outside the [0,1) UV coordinate range 13

14 Corresponder Function We can modify our texture coordinates in Maya using the Hypershade and selecting the 2D Placement node Corresponder Function A corresponder function can be applied to animate textures across a surface 14

15 Corresponder Function Corresponder functions can control how a texture is applied There are several wrapping modes: Wrap / repeat / tile Mirror Clamp / clamp to edge Border / clamp to border Corresponder Function You can specify the wrap mode in Unity through the inspector You can access the wrap settings through code using: Texture.wrapMode Texture.wrapModeU Texture.wrapModeV Texture.wrapModeW And using the enumeration: TextureWrapMode.Repeat TextureWrapMode.Clamp TextureWrapMode.Mirror TextureWrapMode.MirrorOnce 15

16 Corresponder Function Repeating textures can add more visual detail without expense However, anymore than 3 repetitions usually becomes noticeable Corresponder Function Solutions: Combine multiple textures either through a shader or Use Wang tiles that share the same edge yet have different inner values 16

17 Texture Values The corresponder coordinates are used to get the texture value Images: Procedural textures: the value is looked up a functional computation Textures formats vary: RGB, RGBA, BGR, grayscale, various byte sizes 17

18 18

19 Image Texturing Typically, an image is 2 m x 2 n with a max size varying between If we sample a square, and the number of pixels sampled for the screen is roughly equal to the number of pixels in the texture, things appear fine If the projected square covers a larger number of pixels, more than what is available in our texture, what happens? (Magnification) If our projection covers a small number of pixels, what happens? (Minification) Magnification When the screen samples more texture than there is resolution Nearest Neighbor uses the nearby value Bilinear uses the closest 4 pixels and averages the result Cubic utilizes multiple values 4 to 5 pixels out 19

20 Magnification When the screen samples more texture than there is resolution Nearest Neighbor uses the nearby value Bilinear uses the closest 4 pixels and averages the result Cubic utilizes multiple values 4 to 5 pixels out x4 5x5 Minification What value do we use when possibly hundreds overlap on the same pixel? Nearest Neighbor Utilize the closest texel value as seen in the top image Bilinear Interpolation As with magnification, use the 4 closest texels Summed Area Tabled (We will not discuss these) Bottom image 20

21 Minification - Mipmaps Mipmaps (multum in parvo many things in a small place ) The most popular method for minification The zero level texture is continually downsampled by ¼ until it reaches 1x1 Mipmaps are the reason textures are usually required to be 2 x Minification - Mipmaps Example mipmap levels created using the NVIDIA Photoshop Plugin 21

22 Minification - Mipmaps Unity will create mipmaps for you automatically, however you may end up with blending artifacts based on the filtering used Minification Anisotropic filtering allows for additional samples to be taken along the vertical axis 22

23 Minification Anisotropic filtering allows for additional samples to be taken along the vertical axis Can be set on: Texture.anisoLevel Ranges between values of 1 and 9, higher values will impact performance Minification Great for making ground planes look better 0 Samples 10 Samples 23

24 Cube Maps Cube maps provide environmental mapping of a scene Images for the entire scene are taken or created A vector determines which cube to sample Pre-computed cube maps can fake environmental reflections Cube Maps You can create your own environmental maps inside Maya. Create a camera system composed of 6 cameras, and make sure their FOVs overlap. 24

25 Environmental Reflections in Unity Environmental reflections are now handled by using Reflection Probes These can either pre-render the scene or do it in real time Only objects that are marked Reflection Probe Static will show up in the rendered image Lightbaking No Textures 25

26 Lightbaking Gloomy Lightbake Lightbaking Colored Lightbake 26

CS 450: COMPUTER GRAPHICS TEXTURE MAPPING SPRING 2015 DR. MICHAEL J. REALE

CS 450: COMPUTER GRAPHICS TEXTURE MAPPING SPRING 2015 DR. MICHAEL J. REALE CS 450: COMPUTER GRAPHICS TEXTURE MAPPING SPRING 2015 DR. MICHAEL J. REALE INTRODUCTION Texturing = process that takes a surface and modifies its appearance at each location using some image, function,

More information

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016 Computergrafik Matthias Zwicker Universität Bern Herbst 2016 2 Today Basic shader for texture mapping Texture coordinate assignment Antialiasing Fancy textures 3 Texture mapping Glue textures (images)

More information

Today. Texture mapping in OpenGL. Texture mapping. Basic shaders for texturing. Today. Computergrafik

Today. Texture mapping in OpenGL. Texture mapping. Basic shaders for texturing. Today. Computergrafik Computergrafik Today Basic shader for texture mapping Texture coordinate assignment Antialiasing Fancy textures Matthias Zwicker Universität Bern Herbst 2009 Texture mapping Glue textures (images) onto

More information

CS GPU and GPGPU Programming Lecture 12: GPU Texturing 1. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 12: GPU Texturing 1. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 12: GPU Texturing 1 Markus Hadwiger, KAUST Reading Assignment #6 (until Mar. 17) Read (required): Programming Massively Parallel Processors book, Chapter 4 (CUDA

More information

CS GPU and GPGPU Programming Lecture 16+17: GPU Texturing 1+2. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 16+17: GPU Texturing 1+2. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 16+17: GPU Texturing 1+2 Markus Hadwiger, KAUST Reading Assignment #10 (until April 23) Read (required): Brook for GPUs: Stream Computing on Graphics Hardware

More information

Texture mapping. Computer Graphics CSE 167 Lecture 9

Texture mapping. Computer Graphics CSE 167 Lecture 9 Texture mapping Computer Graphics CSE 167 Lecture 9 CSE 167: Computer Graphics Texture Mapping Overview Interpolation Wrapping Texture coordinates Anti aliasing Mipmaps Other mappings Including bump mapping

More information

CSE 167: Introduction to Computer Graphics Lecture #9: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013

CSE 167: Introduction to Computer Graphics Lecture #9: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 CSE 167: Introduction to Computer Graphics Lecture #9: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 Announcements Added Tuesday office hours for Krishna: 11am-12

More information

CS 354R: Computer Game Technology

CS 354R: Computer Game Technology CS 354R: Computer Game Technology Texture and Environment Maps Fall 2018 Texture Mapping Problem: colors, normals, etc. are only specified at vertices How do we add detail between vertices without incurring

More information

CSE 167: Lecture 11: Textures 2. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

CSE 167: Lecture 11: Textures 2. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 CSE 167: Introduction to Computer Graphics Lecture 11: Textures 2 Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Homework assignment #5 due Friday, Nov 4,

More information

CS GPU and GPGPU Programming Lecture 11: GPU Texturing 1. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 11: GPU Texturing 1. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 11: GPU Texturing 1 Markus Hadwiger, KAUST Reading Assignment #6 (until Mar. 9) Read (required): Programming Massively Parallel Processors book, Chapter 4 (CUDA

More information

TEXTURE MAPPING. DVA338 Computer Graphics Thomas Larsson, Afshin Ameri

TEXTURE MAPPING. DVA338 Computer Graphics Thomas Larsson, Afshin Ameri TEXTURE MAPPING DVA338 Computer Graphics Thomas Larsson, Afshin Ameri OVERVIEW Motivation Texture Mapping Coordinate Mapping (2D, 3D) Perspective Correct Interpolation Texture Filtering Mip-mapping Anisotropic

More information

Texture Mapping and Sampling

Texture Mapping and Sampling Texture Mapping and Sampling CPSC 314 Wolfgang Heidrich The Rendering Pipeline Geometry Processing Geometry Database Model/View Transform. Lighting Perspective Transform. Clipping Scan Conversion Depth

More information

CPSC / Texture Mapping

CPSC / Texture Mapping CPSC 599.64 / 601.64 Introduction and Motivation so far: detail through polygons & materials example: brick wall problem: many polygons & materials needed for detailed structures inefficient for memory

More information

Computer Graphics. Lecture 8 Antialiasing, Texture Mapping

Computer Graphics. Lecture 8 Antialiasing, Texture Mapping Computer Graphics Lecture 8 Antialiasing, Texture Mapping Today Texture mapping Antialiasing Antialiasing-textures Texture Mapping : Why needed? Adding details using high resolution polygon meshes is costly

More information

Texturas. Objectives. ! Introduce Mapping Methods. ! Consider two basic strategies. Computação Gráfica

Texturas. Objectives. ! Introduce Mapping Methods. ! Consider two basic strategies. Computação Gráfica Texturas Computação Gráfica Objectives! Introduce Mapping Methods! Texture Mapping! Environmental Mapping! Bump Mapping! Light Mapping! Consider two basic strategies! Manual coordinate specification! Two-stage

More information

The Rasterizer Stage. Texturing, Lighting, Testing and Blending

The Rasterizer Stage. Texturing, Lighting, Testing and Blending 1 The Rasterizer Stage Texturing, Lighting, Testing and Blending 2 Triangle Setup, Triangle Traversal and Back Face Culling From Primitives To Fragments Post Clipping 3 In the last stages of the geometry

More information

INF3320 Computer Graphics and Discrete Geometry

INF3320 Computer Graphics and Discrete Geometry INF3320 Computer Graphics and Discrete Geometry Texturing Christopher Dyken Martin Reimers 06.10.2010 Page 1 Texturing Linear interpolation Real Time Rendering: Chapter 5: Visual Appearance Chapter 6:

More information

Textures. Texture coordinates. Introduce one more component to geometry

Textures. Texture coordinates. Introduce one more component to geometry Texturing & Blending Prof. Aaron Lanterman (Based on slides by Prof. Hsien-Hsin Sean Lee) School of Electrical and Computer Engineering Georgia Institute of Technology Textures Rendering tiny triangles

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: off-line authoring or modelling packages

More information

CSE528 Computer Graphics: Theory, Algorithms, and Applications

CSE528 Computer Graphics: Theory, Algorithms, and Applications CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334

More information

3D Rasterization II COS 426

3D Rasterization II COS 426 3D Rasterization II COS 426 3D Rendering Pipeline (for direct illumination) 3D Primitives Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping Viewport Transformation

More information

Texture Mapping II. Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1. 7.

Texture Mapping II. Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1. 7. Texture Mapping II Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1 Light Maps Simulates the effect of a local light source + = Can be pre-computed

More information

LEVEL 1 ANIMATION ACADEMY2010

LEVEL 1 ANIMATION ACADEMY2010 1 Textures add more realism to an environment and characters. There are many 2D painting programs that can be used to create textures, such as Adobe Photoshop and Corel Painter. Many artists use photographs

More information

Chapter IV Fragment Processing and Output Merging. 3D Graphics for Game Programming

Chapter IV Fragment Processing and Output Merging. 3D Graphics for Game Programming Chapter IV Fragment Processing and Output Merging Fragment Processing The per-fragment attributes may include a normal vector, a set of texture coordinates, a set of color values, a depth, etc. Using these

More information

Texture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Texture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Texture Mapping CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce Mapping Methods - Texture Mapping - Environment Mapping - Bump Mapping Consider

More information

CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #8: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due this Friday Midterm next Tuesday

More information

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into 2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into the viewport of the current application window. A pixel

More information

Texture and other Mappings

Texture and other Mappings Texture and other Mappings Texture Mapping Bump Mapping Displacement Mapping Environment Mapping Example: Checkerboard Particularly severe problems in regular textures 1 The Beginnings of a Solution: Mipmapping

More information

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture Texture CS 475 / CS 675 Computer Graphics Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. Lecture 11 : Texture http://en.wikipedia.org/wiki/uv_mapping

More information

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture CS 475 / CS 675 Computer Graphics Lecture 11 : Texture Texture Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. http://en.wikipedia.org/wiki/uv_mapping

More information

INF3320 Computer Graphics and Discrete Geometry

INF3320 Computer Graphics and Discrete Geometry INF3320 Computer Graphics and Discrete Geometry Texturing Christopher Dyken Martin Reimers 06.10.2010 Page 1 Texturing Linear interpolation Real Time Rendering: Chapter 5: Visual Appearance Chapter 6:

More information

Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping

Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Normal Mapping Store normals in texture

More information

Texture Mapping 1/34

Texture Mapping 1/34 Texture Mapping 1/34 Texture Mapping Offsets the modeling assumption that the BRDF doesn t change in u and v coordinates along the object s surface Store a reflectance as an image called a texture Map

More information

Cap. 3 Textures. Mestrado em Engenharia Informática (6931) 1º ano, 1º semestre

Cap. 3 Textures. Mestrado em Engenharia Informática (6931) 1º ano, 1º semestre Cap. 3 Textures Mestrado em Engenharia Informática (6931) 1º ano, 1º semestre Overview Objectives Notion of texture Motivation Texture mapping, texture patterns, and texels Mapping textures to polygons,

More information

Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping

Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Shadow Buffer Theory Observation:

More information

CSE 167: Introduction to Computer Graphics Lecture #7: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018

CSE 167: Introduction to Computer Graphics Lecture #7: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018 CSE 167: Introduction to Computer Graphics Lecture #7: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018 Announcements Project 2 due this Friday at 2pm Grading in

More information

CISC 3620 Lecture 7 Lighting and shading. Topics: Exam results Buffers Texture mapping intro Texture mapping basics WebGL texture mapping

CISC 3620 Lecture 7 Lighting and shading. Topics: Exam results Buffers Texture mapping intro Texture mapping basics WebGL texture mapping CISC 3620 Lecture 7 Lighting and shading Topics: Exam results Buffers Texture mapping intro Texture mapping basics WebGL texture mapping Exam results Grade distribution 12 Min: 26 10 Mean: 74 8 Median:

More information

CS 428: Fall Introduction to. Texture mapping and filtering. Andrew Nealen, Rutgers, /18/2010 1

CS 428: Fall Introduction to. Texture mapping and filtering. Andrew Nealen, Rutgers, /18/2010 1 CS 428: Fall 2010 Introduction to Computer Graphics Texture mapping and filtering 10/18/2010 1 Topic overview Image formation and OpenGL Transformations and viewing Polygons and polygon meshes 3D model/mesh

More information

Texturing. Slides done bytomas Akenine-Möller and Ulf Assarsson Department of Computer Engineering Chalmers University of Technology

Texturing. Slides done bytomas Akenine-Möller and Ulf Assarsson Department of Computer Engineering Chalmers University of Technology Texturing Slides done bytomas Akenine-Möller and Ulf Assarsson Department of Computer Engineering Chalmers University of Technology 1 Texturing: Glue n-dimensional images onto geometrical objects l Purpose:

More information

Buffers. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Buffers. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015 Buffers 1 Objectives Introduce additional WebGL buffers Reading and writing buffers Buffers and Images 2 Buffer Define a buffer by its spatial resolution (n x m) and its depth (or precision) k, the number

More information

Announcements. Written Assignment 2 is out see the web page. Computer Graphics

Announcements. Written Assignment 2 is out see the web page. Computer Graphics Announcements Written Assignment 2 is out see the web page 1 Texture and other Mappings Shadows Texture Mapping Bump Mapping Displacement Mapping Environment Mapping Watt Chapter 8 COMPUTER GRAPHICS 15-462

More information

Texture Mapping 1/34

Texture Mapping 1/34 Texture Mapping 1/34 Texture Mapping Offsets the modeling assumption that the BRDF doesn t change in u and v coordinates along the object s surface Store a reflectance as an image called a texture Map

More information

Review of Tuesday. ECS 175 Chapter 3: Object Representation

Review of Tuesday. ECS 175 Chapter 3: Object Representation Review of Tuesday We have learnt how to rasterize lines and fill polygons Colors (and other attributes) are specified at vertices Interpolation required to fill polygon with attributes 26 Review of Tuesday

More information

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE UGRAD.CS.UBC.C A/~CS314 Mikhail Bessmeltsev 1 WHAT IS RENDERING? Generating image from a 3D scene 2 WHAT IS RENDERING? Generating image

More information

AGDC Per-Pixel Shading. Sim Dietrich

AGDC Per-Pixel Shading. Sim Dietrich AGDC Per-Pixel Shading Sim Dietrich Goal Of This Talk The new features of Dx8 and the next generation of HW make huge strides in the area of Per-Pixel Shading Most developers have yet to adopt Per-Pixel

More information

Overview. Goals. MipMapping. P5 MipMap Texturing. What are MipMaps. MipMapping in OpenGL. Generating MipMaps Filtering.

Overview. Goals. MipMapping. P5 MipMap Texturing. What are MipMaps. MipMapping in OpenGL. Generating MipMaps Filtering. Overview What are MipMaps MipMapping in OpenGL P5 MipMap Texturing Generating MipMaps Filtering Alexandra Junghans junghana@student.ethz.ch Advanced Filters You can explain why it is a good idea to use

More information

PFX Language Format. Specification

PFX Language Format. Specification Public Imagination Technologies PFX Language Format Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind.

More information

The Bricks2D texture has axial projection methods available such as spherical, cubic, planar, front, cylindrical and UV.

The Bricks2D texture has axial projection methods available such as spherical, cubic, planar, front, cylindrical and UV. 2D Textures 2D textures consist of images or procedurals that can be mapped to the object surface during the shading computation. An algorithm is used for wrapping the texture around the object s surface

More information

Shadow Techniques. Sim Dietrich NVIDIA Corporation

Shadow Techniques. Sim Dietrich NVIDIA Corporation Shadow Techniques Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com Lighting & Shadows The shadowing solution you choose can greatly influence the engine decisions you make This talk will outline

More information

Mosaics. Today s Readings

Mosaics. Today s Readings Mosaics VR Seattle: http://www.vrseattle.com/ Full screen panoramas (cubic): http://www.panoramas.dk/ Mars: http://www.panoramas.dk/fullscreen3/f2_mars97.html Today s Readings Szeliski and Shum paper (sections

More information

CS 432 Interactive Computer Graphics

CS 432 Interactive Computer Graphics CS 432 Interactive Computer Graphics Lecture 7 Part 2 Texture Mapping in OpenGL Matt Burlick - Drexel University - CS 432 1 Topics Texture Mapping in OpenGL Matt Burlick - Drexel University - CS 432 2

More information

Graphics. Texture Mapping 고려대학교컴퓨터그래픽스연구실.

Graphics. Texture Mapping 고려대학교컴퓨터그래픽스연구실. Graphics Texture Mapping 고려대학교컴퓨터그래픽스연구실 3D Rendering Pipeline 3D Primitives 3D Modeling Coordinates Model Transformation 3D World Coordinates Lighting 3D World Coordinates Viewing Transformation 3D Viewing

More information

1 of 8 11/25/ :42 PM

1 of 8 11/25/ :42 PM 1 of 8 11/25/2008 12:42 PM ART 484 - UV Mapping a Suitcase This page is designed as a supplement to lectures. It is not intended to be a stand alone tutorial. The task is to recreate this old suitcase.

More information

CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2017

CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2017 CSE 167: Introduction to Computer Graphics Lecture #8: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2017 Announcements Project 2 is due this Friday at 2pm Next Tuesday

More information

3D Rendering Pipeline

3D Rendering Pipeline 3D Rendering Pipeline Reference: Real-Time Rendering 3 rd Edition Chapters 2 4 OpenGL SuperBible 6 th Edition Overview Rendering Pipeline Modern CG Inside a Desktop Architecture Shaders Tool Stage Asset

More information

Programming Graphics Hardware

Programming Graphics Hardware Tutorial 5 Programming Graphics Hardware Randy Fernando, Mark Harris, Matthias Wloka, Cyril Zeller Overview of the Tutorial: Morning 8:30 9:30 10:15 10:45 Introduction to the Hardware Graphics Pipeline

More information

Sampling, Aliasing, & Mipmaps

Sampling, Aliasing, & Mipmaps Last Time? Sampling, Aliasing, & Mipmaps 2D Texture Mapping Perspective Correct Interpolation Common Texture Coordinate Projections Bump Mapping Displacement Mapping Environment Mapping Texture Maps for

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading Runtime VR systems Two major parts: initialisation and update loop. Initialisation

More information

Sampling, Aliasing, & Mipmaps

Sampling, Aliasing, & Mipmaps Sampling, Aliasing, & Mipmaps Last Time? Monte-Carlo Integration Importance Sampling Ray Tracing vs. Path Tracing source hemisphere What is a Pixel? Sampling & Reconstruction Filters in Computer Graphics

More information

Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today!

Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today! Last Time? Real-Time Shadows Perspective-Correct Interpolation Texture Coordinates Procedural Solid Textures Other Mapping Bump Displacement Environment Lighting Textures can Alias Aliasing is the under-sampling

More information

Lecture 19: OpenGL Texture Mapping. CITS3003 Graphics & Animation

Lecture 19: OpenGL Texture Mapping. CITS3003 Graphics & Animation Lecture 19: OpenGL Texture Mapping CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives Introduce the OpenGL texture functions and options

More information

lecture 18 - ray tracing - environment mapping - refraction

lecture 18 - ray tracing - environment mapping - refraction lecture 18 - ray tracing - environment mapping - refraction Recall Ray Casting (lectures 7, 8) for each pixel (x,y) { cast a ray through that pixel into the scene, and find the closest surface along the

More information

Underwater Manager (Optional)

Underwater Manager (Optional) Underwater Shaders - Version 1.5 Thank you for purchasing Underwater Shaders! Underwater Manager (Optional) The Underwater Manager prefab can be dragged into your scene. It is a simple game object with

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

CS 5600 Spring

CS 5600 Spring Objectives From: Ed Angel University of New Mexico Introduce Mapping Methods - - Environment Mapping -Bump Mapping Consider basic strategies - Forward vs backward mapping - Point sampling vs area averaging

More information

Sampling, Aliasing, & Mipmaps

Sampling, Aliasing, & Mipmaps Sampling, Aliasing, & Mipmaps Last Time? Monte-Carlo Integration Importance Sampling Ray Tracing vs. Path Tracing source hemisphere Sampling sensitive to choice of samples less sensitive to choice of samples

More information

Computer Graphics. - Texturing Methods -

Computer Graphics. - Texturing Methods - Computer Graphics - Texturing Methods - Overview Last time BRDFs Shading Today Texturing Texture parameterization Procedural methods Procedural textures Fractal landscapes Next lecture Texture filtering

More information

More Texture Mapping. Texture Mapping 1/46

More Texture Mapping. Texture Mapping 1/46 More Texture Mapping Texture Mapping 1/46 Perturbing Normals Texture Mapping 2/46 Perturbing Normals Instead of fetching a texture for color, fetch a new perturbed normal vector Creates the appearance

More information

+ = To Do. Texture Mapping. Adding Visual Detail. Parameterization. Option: Varieties of projections. Computer Graphics. geometry

+ = To Do. Texture Mapping. Adding Visual Detail. Parameterization. Option: Varieties of projections. Computer Graphics. geometry Computer Graphics CSE 167 [Win 17], Lecture 18: Texture Mapping Ravi Ramamoorthi To Do Prepare for final push on HW 4 We may have a brief written assignment http://viscomp.ucsd.edu/classes/cse167/wi17

More information

Mattan Erez. The University of Texas at Austin

Mattan Erez. The University of Texas at Austin EE382V: Principles in Computer Architecture Parallelism and Locality Fall 2008 Lecture 10 The Graphics Processing Unit Mattan Erez The University of Texas at Austin Outline What is a GPU? Why should we

More information

AMCS / CS 247 Scientific Visualization Lecture 10: (GPU) Texture Mapping. Markus Hadwiger, KAUST

AMCS / CS 247 Scientific Visualization Lecture 10: (GPU) Texture Mapping. Markus Hadwiger, KAUST AMCS / CS 247 Scientific Visualization Lecture 10: (GPU) Texture Mapping Markus Hadwiger, KAUST Reading Assignment #5 (until Oct. 8) Read (required): Real-Time Volume Graphics, Chapter 2 (GPU Programming)

More information

+ = To Do. Adding Visual Detail. Texture Mapping. Parameterization. Option: Varieties of projections. Foundations of Computer Graphics (Fall 2012)

+ = To Do. Adding Visual Detail. Texture Mapping. Parameterization. Option: Varieties of projections. Foundations of Computer Graphics (Fall 2012) Foundations of Computer Graphics (Fall 2012) CS 184, Lecture 23: Texture Mapping http://inst.eecs.berkeley.edu/~cs184 Submit HW5 milestone To Do Prepare for final push on HW 5, HW 6 Many slides from Greg

More information

Perspective Projection and Texture Mapping

Perspective Projection and Texture Mapping Lecture 7: Perspective Projection and Texture Mapping Computer Graphics CMU 15-462/15-662, Spring 2018 Perspective & Texture PREVIOUSLY: - transformation (how to manipulate primitives in space) - rasterization

More information

Announcements. Mosaics. How to do it? Image Mosaics

Announcements. Mosaics. How to do it? Image Mosaics Announcements Mosaics Project artifact voting Project 2 out today (help session at end of class) http://www.destination36.com/start.htm http://www.vrseattle.com/html/vrview.php?cat_id=&vrs_id=vrs38 Today

More information

COMP environment mapping Mar. 12, r = 2n(n v) v

COMP environment mapping Mar. 12, r = 2n(n v) v Rendering mirror surfaces The next texture mapping method assumes we have a mirror surface, or at least a reflectance function that contains a mirror component. Examples might be a car window or hood,

More information

Surface Rendering. Surface Rendering

Surface Rendering. Surface Rendering Surface Rendering Surface Rendering Introduce Mapping Methods - Texture Mapping - Environmental Mapping - Bump Mapping Go over strategies for - Forward vs backward mapping 2 1 The Limits of Geometric Modeling

More information

Images from 3D Creative Magazine. 3D Modelling Systems

Images from 3D Creative Magazine. 3D Modelling Systems Images from 3D Creative Magazine 3D Modelling Systems Contents Reference & Accuracy 3D Primitives Transforms Move (Translate) Rotate Scale Mirror Align 3D Booleans Deforms Bend Taper Skew Twist Squash

More information

Computer Graphics. Texture Filtering & Sampling Theory. Hendrik Lensch. Computer Graphics WS07/08 Texturing

Computer Graphics. Texture Filtering & Sampling Theory. Hendrik Lensch. Computer Graphics WS07/08 Texturing Computer Graphics Texture Filtering & Sampling Theory Hendrik Lensch Overview Last time Texture Parameterization Procedural Shading Today Texturing Filtering 2D Texture Mapping Forward mapping Object surface

More information

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models 3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts

More information

Lecture 6: Texture. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)

Lecture 6: Texture. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011) Lecture 6: Texture Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) Today: texturing! Texture filtering - Texture access is not just a 2D array lookup ;-) Memory-system implications

More information

Textures. Texture Mapping. Bitmap Textures. Basic Texture Techniques

Textures. Texture Mapping. Bitmap Textures. Basic Texture Techniques Texture Mapping Textures The realism of an image is greatly enhanced by adding surface textures to the various faces of a mesh object. In part a) images have been pasted onto each face of a box. Part b)

More information

Lecture 07: Buffers and Textures

Lecture 07: Buffers and Textures Lecture 07: Buffers and Textures CSE 40166 Computer Graphics Peter Bui University of Notre Dame, IN, USA October 26, 2010 OpenGL Pipeline Today s Focus Pixel Buffers: read and write image data to and from

More information

Module Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1

Module Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1 UNIVERSITY OF EAST ANGLIA School of Computing Sciences Main Series PG Examination 2013-14 COMPUTER GAMES DEVELOPMENT CMPSME27 Time allowed: 2 hours Answer any THREE questions. (40 marks each) Notes are

More information

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 Announcements Project 2 due Friday, Oct. 24 th Midterm Exam

More information

6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, :40-4pm One hand-written sheet of notes allowed

6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, :40-4pm One hand-written sheet of notes allowed 6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, 2003 2:40-4pm One hand-written sheet of notes allowed Name: 1 2 3 4 5 6 7 / 4 / 15 / 5 / 5 / 12 / 2 / 7 Total / 50 1 Animation [ /4]

More information

Introduction to 3D Graphics

Introduction to 3D Graphics Graphics Without Polygons Volume Rendering May 11, 2010 So Far Volumetric Rendering Techniques Misc. So Far Extended the Fixed Function Pipeline with a Programmable Pipeline Programming the pipeline is

More information

CS 4620 Program 3: Pipeline

CS 4620 Program 3: Pipeline CS 4620 Program 3: Pipeline out: Wednesday 14 October 2009 due: Friday 30 October 2009 1 Introduction In this assignment, you will implement several types of shading in a simple software graphics pipeline.

More information

Texture Mapping and Special Effects

Texture Mapping and Special Effects Texture Mapping and Special Effects February 23 rd 26 th 2007 MAE 410-574, Virtual Reality Applications and Research Instructor: Govindarajan Srimathveeravalli HW#5 Due March 2 nd Implement the complete

More information

Recall: Indexing into Cube Map

Recall: Indexing into Cube Map Recall: Indexing into Cube Map Compute R = 2(N V)N-V Object at origin Use largest magnitude component of R to determine face of cube Other 2 components give texture coordinates V R Cube Map Layout Example

More information

Real-Time Graphics Architecture. Kurt Akeley Pat Hanrahan. Texture

Real-Time Graphics Architecture. Kurt Akeley Pat Hanrahan.  Texture Real-Time Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a-01-fall Texture 1 Topics 1. Review of texture mapping 2. RealityEngine and InfiniteReality 3. Texture

More information

CS452/552; EE465/505. Texture Mapping in WebGL

CS452/552; EE465/505. Texture Mapping in WebGL CS452/552; EE465/505 Texture Mapping in WebGL 2-26 15 Outline! Texture Mapping in WebGL Read: Angel, Chapter 7, 7.3-7.5 LearningWebGL lesson 5: http://learningwebgl.com/blog/?p=507 Lab3 due: Monday, 3/2

More information

Planets Earth, Mars and Moon Shaders Asset V Documentation (Unity 5 version)

Planets Earth, Mars and Moon Shaders Asset V Documentation (Unity 5 version) Planets Earth, Mars and Moon Shaders Asset V0.4.4 Documentation (Unity 5 version) Charles Pérois - 2015 Introduction 2 Table des matières 1. Introduction...3 2. Release Notes...4 3. How to Use...6 1. Set

More information

Discrete Techniques. 11 th Week, Define a buffer by its spatial resolution (n m) and its depth (or precision) k, the number of

Discrete Techniques. 11 th Week, Define a buffer by its spatial resolution (n m) and its depth (or precision) k, the number of Discrete Techniques 11 th Week, 2010 Buffer Define a buffer by its spatial resolution (n m) and its depth (or precision) k, the number of bits/pixel Pixel OpenGL Frame Buffer OpenGL Buffers Color buffers

More information

Texture Mapping. Brian Curless CSE 457 Spring 2016

Texture Mapping. Brian Curless CSE 457 Spring 2016 Texture Mapping Brian Curless CSE 457 Spring 2016 1 Reading Required Angel, 7.4-7.10 Recommended Paul S. Heckbert. Survey of texture mapping. IEEE Computer Graphics and Applications 6(11): 56--67, November

More information

Computer Graphics. Three-Dimensional Graphics VI. Guoying Zhao 1 / 73

Computer Graphics. Three-Dimensional Graphics VI. Guoying Zhao 1 / 73 Computer Graphics Three-Dimensional Graphics VI Guoying Zhao 1 / 73 Texture mapping Guoying Zhao 2 / 73 Objectives Introduce Mapping Methods Texture Mapping Environment Mapping Bump Mapping Consider basic

More information

CS212. OpenGL Texture Mapping and Related

CS212. OpenGL Texture Mapping and Related CS212 OpenGL Texture Mapping and Related Basic Strategy Three steps to applying a texture 1. specify the texture read or generate image assign to texture enable texturing 2. assign texture coordinates

More information

Computer Graphics Texture Mapping

Computer Graphics Texture Mapping ! Computer Graphics 2013! 13. Texture Mapping Hongxin Zhang State Key Lab of CAD&CG, Zhejiang University 2013-10-28 About the final examination - Next Friday (Nov. 8th) Night, - 7:30PM - 9:00PM (one and

More information

CS6670: Computer Vision

CS6670: Computer Vision CS6670: Computer Vision Noah Snavely Lecture 7: Image Alignment and Panoramas What s inside your fridge? http://www.cs.washington.edu/education/courses/cse590ss/01wi/ Projection matrix intrinsics projection

More information

Zappar's coordinate system is based on the center of the scene being the center of the target image.

Zappar's coordinate system is based on the center of the scene being the center of the target image. 3D for Zappar Coordinate system Zappar's coordinate system is based on the center of the scene being the center of the target image. The top of the image is Y = 1 and the bottom is Y = -1. The X coordinates

More information

Chapter Answers. Appendix A. Chapter 1. This appendix provides answers to all of the book s chapter review questions.

Chapter Answers. Appendix A. Chapter 1. This appendix provides answers to all of the book s chapter review questions. Appendix A Chapter Answers This appendix provides answers to all of the book s chapter review questions. Chapter 1 1. What was the original name for the first version of DirectX? B. Games SDK 2. Which

More information