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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 2 The Limits of Geometric Modeling Although graphics cards can render over 10 million polygons per second, that number is insufficient for many phenomena -Clouds -Grass -Terrain - Skin Modeling an Orange Consider the problem of modeling an orange (the fruit) Start with an orange-colored sphere - Too simple Replace sphere with a more complex shape - Does not capture surface characteristics (small dimples) - Takes too many polygons to model all the dimples 3 4 Modeling an Orange (2) Three Types of Mapping Take a picture of a real orange, scan it, and paste onto simple geometric model - This process is known as texture mapping Still might not be sufficient because resulting surface will be smooth - Need to change local shape - Bump mapping - Uses images to fill inside of polygons Environment (reflection mapping) - Uses a picture of the environment for texture maps - Allows simulation of highly specular surfaces Bump mapping - Emulates altering normal vectors during the rendering process 5 6 CS 5600 Spring 2011 1

Texture mapping Texture mapping: adding surface detail by mapping texture patterns to the surface Developed by Catmull (1974), Blinn and Newell (1976), and others Maps a pattern (texture) onto a surface Texels fill each pixel Texels selected from sample pattern (texture map) Pattern is repeated 7 7 8 8 Texture Maps Texture Maps 9 9 10 10 Wallpaper, Analogue Texture Map Flooring, Tiling, etc 11 11 12 12 CS 5600 Spring 2011 2

Examples of Mapped Texture Examples Spring Angel: 2005 Interactive Utah Computer School of Graphics Computing 4E Addison-Wesley 2005 13 13 14 14 Environment Mapping geometric model texture mapped 15 16 Bump Mapping Bump Mapping Look at smooth silhouettes 17 18 18 CS 5600 Spring 2011 3

Displacement Mapping Where does mapping take place? Mapping techniques are implemented at the end of the rendering pipeline - Very efficient because few polygons make it past the clipper Look at silhouette Per frag ops 19 19 20 Is it simple? Coordinate Systems Although the idea is simple---map an image to a surface---there are 3 or 4 coordinate systems involved 2D image 3D surface Parametric coordinates - May be used to model curves and surfaces Texture coordinates - Used to identify points in the image to be mapped Object or World Coordinates - Conceptually, where the mapping takes place Window Coordinates - Where the final image is really produced 21 22 Mapping Functions parametric coordinates texture coordinates world coordinates window coordinates Basic problem is how to find the maps Consider mapping from texture coordinates to a point a surface Appear to need three functions x = x(s,t) y = y(s,t) t z = z(s,t) s But we really want to go the other way (x,y,z) 23 24 CS 5600 Spring 2011 4

Backward Mapping We really want to go backwards - Given a pixel, we want to know to which point on an object it corresponds - Given a point on an object, we want to know to which point in the texture it corresponds Need a map of the form s = s(x,y,z) t = t(x,y,z) Such functions are difficult to find in general Basic Concept Relate a 2D image to a 3D model Texture coordinates - Texture coordinate is a 2D coordinate (u,v) which maps to a location on a texture map Texture coordinates are over the interval [0,1], typically 25 26 26 Elements of Techniques Texture source function (can be 3D) Inverse map: Texture (u,v) Surface (x(s,t), y(s,t), z(s,t)) Typical texture sources - Procedure - Tabular data (texture map) 2D texture mapping: paint 2D pattern onto the surface Environmental (reflection) mapping Bump mapping: perturb surface normals to fool shading algorithms Procedural texture mapping, 3D texture 27 27 28 28 Cylindrical Mapping Spherical Map parametric cylinder (0.5, 1,) (0,1) We can use a parametric sphere x = r cos 2 u y = r sin 2 u z = v*h h maps rectangle in u,v space to cylinder of radius ө and height h in world coordinates (0.5,0) s = u t = v (ө, h) ө (1, 1) (0. 0.5) (0, 0) (1, 0) x = r cos 2 u y = r sin 2 u cos 2 v z = r sin 2 u sin 2 v in a similar manner to the cylinder but have to decide where to put the distortion maps from texture space Spheres are used in environmental maps 29 30 CS 5600 Spring 2011 5

Spherical Map Box Mapping Easy to use with simple orthographic projection Also used in environment maps (ө,0) (0.5,1) ø ө (0,0.5) (1,0.5) (ө,ø) (ө, 1) 31 32 Two-part mapping Second Mapping One solution to the mapping problem is to first map the texture to a simple intermediate surface Example: map to cylinder Map from intermediate object to actual object - Normals from intermediate to actual - Normals from actual to intermediate - Vectors from center of intermediate actual intermediate 33 34 More Examples Aliasing Point sampling of the texture can lead to aliasing errors miss blue stripes point samples in u,v (or x,y,z) space Planar Cubic Cylindrical, Paul Bourke (1987) http://astronomy.swin.edu.au/~pbourke/texture/texturemapping 35 35 point samples in texture space 36 CS 5600 Spring 2011 6

Area Averaging A better but slower option is to use area averaging preimage pixel Note that preimage of pixel is curved 37 CS 5600 Spring 2011 7