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Transcription:

Texture Texture maps! Surface color and transparency! Environment and irradiance maps! Reflectance maps! Shadow maps! Displacement and bump maps Level of detail hierarchy Procedural shading and texturing Texture synthesis and noise Texture Maps How is texture mapped to the surface?! Dimensionality: 1D, 2D, 3D! Texture coordinates (s,t)! Surface parameters (u,v)! Direction vectors: reflection R, normal N, halfway H! Projection: cylinder! Developable surface: polyhedral net! Reparameterize a surface: old-fashion model decal What does texture control?! Surface color and opacity! Illumination functions: environment maps, shadow maps! Reflection functions: reflectance maps! Perturb geometry: bump and displacement maps Page 1

History Catmull/Williams 1974 - basic idea Blinn and Newell 1976 - basic idea, reflection maps Blinn 1978 - bump mapping Williams 1978, Reeves et al. 1987 - shadow maps Smith 1980, Heckbert 1983 - texture mapped polygons Williams 1983 - mipmaps Miller and Hoffman 1984 - illumination and reflectance Perlin 1985, Peachey 1985 - solid textures Greene 1986 - environment maps/world projections Akeley 1993 - Reality Engine Texture Mapping + = 3D Mesh 2D Texture 2D Image Page 2

Surface Color and Transparency Tom Porter s Bowling Pin Source: RenderMan Companion, Pls. 12 & 13 Reflection Maps Blinn and Newell, 1976 Page 3

Gazing Ball Miller and Hoffman, 1984! Photograph of mirror ball! Maps all directions to a to circle! Resolution function of orientation! Reflection indexed by normal Environment Maps Interface, Chou and Williams (ca. 1985) Page 4

Environment Map Approximation Ray Traced Environment Map Self reflections are missing in the environment map Cylindrical Panoramas QuickTime VR Mars Pathfinder Memorial Church (Ken Turkowski) Page 5

Fisheye Lens Pair of 180 degree fisheye Photo by K. Turkowski Cubical Environment Map! Easy to produce with rendering system! Possible to produce from photographs! Uniform resolution! Simple texture coordinates calculation Page 6

Direction Maps Many ways to map directions to images... Methods:! Lattitude-Longitude (Map Projections) [Newell and Blinn] Create by painting! Gazing Ball (N) [Miller and Hoffman] Create by photographing a reflective sphere! Fisheye Lens Standard camera lens! Cubical Environment Map (R) Create with a rendering program, photography... Issues:! Non-linear mapping - expensive, curved lines! Area distortion - spatially varying resolution! Convert between maps using image warp Combining Reflectance & Illumination Photographs of 5 spheres in 3 environments (Adelson and Dror) Page 7

Material Recognition People recognize materials more easily under natural illumination than simplified illumination. Illusion due to Ted Adelson Reflectance Maps For a given viewing direction For each normal direction For each incoming direction (hemispherical integral) Evaluate reflection equation Page 8

Example: Phong Model Rough surfaces blur highlight σ Reflectance Space Shading Cabral, Olano, Nemic 1999 12 directions Page 9

Example: Lambertian Reflectance Incident Lighting Reflected Light B( Nˆ ) = ρe( Nˆ ) Radiosity or Irradiance Map Illumination Maps * = Reflectance Irradiance Radiosity ρ( x) Ex ( ) Bx ( ) Page 10

Quake Light Maps * Lower resolution Shadow Maps May incorporate shadow maps into lighting calculations Page 11

Correct Shadow Maps Step 1: Create z-buffer of scene as seen from light source Step 2. Render scene as seen from the eye For each light Transform point into light coordinates return (zl < zbuffer[xl][yl] )? 1 : 0 Barzel s UberLight.sl Inconsistent Shadows Projected Shadow Matte Projected Texture Example of a complex shader UberLight( ) { Clip to near/far planes Clip to shape boundary foreach superelliptical blocker atten *= foreach cookie texture atten *= foreach slide texture color *= foreach noise texture atten, color *= foreach shadow map atten, color *= Calculate intensity fall-off Calculate beam distribution } Page 12

Displacement/Bump Mapping P( uv, ) ( uv, ) u( uv, ) = P ( u, v) T Tv( uv, ) = P u v N( uv, ) = Pu Pv! Displacement P ( uv, ) = P( uv, ) + huv (, ) N( uv, )! Perturbed normal N ( uv, ) = P u P v = N+ h ( T N) + h ( T N) u v v u From Blinn 1976 Bidirectional Texture Function (BTF) Plaster Page 13

BTF Mapping Complex interplay between texture and reflection Hierarchy Physics Computer Graphics Geometrical optics Geometry! Macro-structures Displacement (P) maps Transport Bump (N) maps! Micro-structures Reflection Microfacets Texture Physical optics Kirchoff approx. Quantum optics Page 14