Levy: Constraint Texture Mapping, SIGGRAPH, CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon
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1 Levy: Constraint Texture Mapping, SIGGRAPH, 2001 CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon
2 Instructor: Justin Solomon Office: Clark S297 Office hours: Tuesdays, 9am-11am; Fridays, 2:15pm-4:15pm CA: Blake Carpenter Office hours: Wednesdays, 2pm-4pm; Thursdays, 1pm-2pm (Gates B24) CA: Taesung Park Office hours: Mondays, 2:15pm-4:15pm (Gates B24)
3 MIDTERM APPROACHING
4 MIDTERM APPROACHING
5 <leftover>
6 gltranslatef(0,1.5,0); drawtorso(); glpushmatrix(); gltranslatef(0,5,0); drawshoulder(); glpushmatrix(); glrotatef(neck_y,0,1,0); glrotatef(neck_x,1,0,0); drawhead(); glpopmatrix(); glpushmatrix(); gltranslatef(1.5,0,0); glrotatef(l_shoulder_x); drawupperarm();...
7 T = M projection M camera M model Camera coordinates to normalized device coordinates GL_PROJECTION Local coordinates to camera coordinates GL_MODELVIEW glmatrixmode(gl_projection); glmatrixmode(gl_modelview);
8 T = M projection M camera M model Camera coordinates to normalized device coordinates GL_PROJECTION Local coordinates to camera coordinates GL_MODELVIEW glmatrixmode(gl_projection); glmatrixmode(gl_modelview);
9 </leftover>
10 f(~v 2 ) A 3 A 1 f(~v 1 ) A 2 f(~v 3 )
11
12 Texture and geometry resolution might not coincide.
13 Texture and geometry resolution might not coincide.
14
15
16
17 Trade off between area and angle preservation
18 Levy, Petitjean, Ray, Maillot: Least Squares Conformal Maps for Automatic Texture Atlas Generation Deal with high genus, distortion
19 Each vertex in each triangle stores (u,v) texture coordinates Same vertex in adjacent triangles might have different (u,v)
20 Goal: Assign (u,v) coordinate to each mesh vertex.
21 Goal: Assign (u,v) coordinate to each mesh vertex. 1. Fix (u,v) coordinates of boundary. 2. Want interior vertices to be at the (bary)center of their neighbors: 1 X vi = valence(i) (i;j) neighbors v j
22
23 Texture Memory
24 Can t use image plane barycentric coordinates!
25 ?? Unlikely to land at pixel center
26 Most efficient: Rounding
27 Smoother: Bilinear Interpolation
28 Smoother: Bilinear Interpolation
29 Smoother: Bilinear Interpolation
30 Smoother: Bilinear Interpolation
31 Smoother: Bilinear Interpolation
32 Smoother: Bilinear Interpolation
33 Small image Large texture Adjacent rendered pixels are far apart in texture
34 Precompute small images
35 Precompute small images
36 Precompute small images
37 Barycentric interpolation Texture lookups MIP mapping Scan conversion Lighting Applying transformations Depth buffering We re asking a lot of the GPU!
38 Apply transformations Look up texture Compute lighting Pick closest to millions of triangles for millions of pixels for millions of vertices of millions of fragments Repetitive operations
39 Apply transformations Look up texture Compute lighting Pick closest to millions of triangles for millions of pixels for millions of vertices of millions of fragments Repetitive operations
40 Apply transformations Look up texture Compute lighting Pick closest to millions of triangles for millions of pixels for millions of vertices of millions of fragments Repetitive operations
41 fragment rate = jimagej frames/sec depth complexity = ( ) 60 4 ¼ 32 gigafragments/sec bandwidth = gigafragments/sec bytes/fragment = 32 4 = 96 GB/sec triangle rate = (gigafragments/sec)=(fragments/triangle) = 32=16 = 2 gigatriangles/sec
42 Year Product Triangles/sec Fragments/sec 1998 Riva ZX 3m 100m 1999 Riva TNT2 9m 350m 2000 GeForce2 GTS 25m 664m 2001 GeForce3 30m 800m 2002 GeForce Ti m 1200m 2003 GeForce FX 167m 2000m 2004 GeForce 6800 Ultra 170m 6800m 2005 GeForce 7800 GTX 940m 10300m 2006 GeForce 7900 GTX m 2007 GeForce 8800 GTX 1800m 36800m 2008 GeForce GTX m 2010 GeForce m 2011 GeForce GTX m
43
44
45 Command Vertex Assembly Rasterization Fragment FB operations Display
46 Command Vertex Assembly Rasterization Fragment FB operations Display
47 Short program customizing a part of the graphics pipeline. Misnomer: They do more than shade!
48 Inputs Registers Shader program Texture Constants Outputs
49 Customizes: Color and lighting Texture coordinate Position and transformation Normal Vertex shader
50 Vertex shader
51 Vertex shader
52 Customizes: Visibility and transparency Color Texturing and shading Composition Fragment shader
53 Fragment shader
54 Fragment shader
55 Single-precision arithmetic Branching, loops expensive No access to neighboring fragments/vertices Cannot bind output buffer as input
56 Limited stack/instruction count Timeout possibility Support, debugging not consistent
57 Assembly Issue commands directly to GPU GLSL OpenGL Cg OpenGL/Direct3D HLSL Direct3D
58 Assembly Issue commands directly to GPU GLSL OpenGL Cg OpenGL/Direct3D HLSL Direct3D
59 void main() { gl_position = gl_projectionmatrix * gl_modelviewmatrix * gl_vertex; gl_frontcolor = gl_color; gl_backcolor = gl_color; } Input Output
60 void main() { gl_position = gl_projectionmatrix * gl_modelviewmatrix * gl_vertex; gl_frontcolor = gl_color; gl_backcolor = gl_color; } Input Output
61 void main() { gl_fragcolor = gl_color; } Input Output
62 void main() { gl_fragcolor = gl_color; } Input Output
63 Attribute: Per-vertex property; input to vertex shader gl_color, gl_normal, gl_multitexcoord0 Uniform: Constant during shader execution gl_modelviewmatrix, gl_projectionmatrix Varying: Output by vertex shader and interpolated before running fragment shader gl_frontcolor, height
64 void main() { gl_position = ftransform(); gl_texcoord[0] = gl_multitexcoord0; } texture.vert
65 Transformed gl_vertex void main() { gl_position = ftransform(); gl_texcoord[0] = gl_multitexcoord0; } texture.vert
66 uniform sampler2d mytexture; void main() { gl_fragcolor = texture2d(mytexture, gl_texcoord[0].xy); } texture.frag
67 4M triangles 500 triangles Bump/normal mapping
68 Bump/normal mapping
69 Bump/normal mapping
70 Original Bump Displacement Displacement mapping
71 Toon shading
72 Complex materials/lighting
73 Specialized computations
74 Image processing
75 Simulation
76 Geometry processing
77 Crowds
78 General purpose GPU
79 General purpose GPU
80 General purpose GPU
81 Levy: Constraint Texture Mapping, SIGGRAPH, 2001 CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon
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