CS-184: Computer Graphics Lecture #11: Texture and Other Maps - - PowerPoint PPT Presentation

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CS-184: Computer Graphics Lecture #11: Texture and Other Maps - - PowerPoint PPT Presentation

CS-184: Computer Graphics Lecture #11: Texture and Other Maps Prof. James OBrien University of California, Berkeley V2008-F-11-1.0 Today Texture Mapping 2D 3D Procedural Bump and Displacement Maps Environment Maps Shadow Maps 2


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CS-184: Computer Graphics

Lecture #11: Texture and Other Maps

  • Prof. James O’Brien

University of California, Berkeley

V2008-F-11-1.0

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Today

Texture Mapping

2D 3D Procedural

Bump and Displacement Maps Environment Maps Shadow Maps

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Surface Detail

Representing all detail in an image with polygons would be cumbersome

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Specific details Structured noise Pattern w/ randomness Section through volume Bumps

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2D Texture Mapping of Images

Use a 2D image and map it to the surface of an object

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Color Specular Bump

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2D Texture Mapping of Images

Example of texture distortion

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Texture Coordinates

Assign coordinates to each vertex Within each triangle use linear interpolation Correct for distortion!

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s t

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MIP Map

Pre-compute filtered versions of the texture

A given UV rate is some level of the texture Tri-linear filtering UV × map level

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Procedural Textures

Generate texture based on some function

Well suited for “random” textures Often modulate some noise function

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Assigning Texture Coordinates

Map a simple shape onto object by projection

Sphere, cylinder, plane, cube

Assign by hand Use some optimization procedure

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Repeating Textures

Image Tiles allow repeating textures

Images must be manipulated to allow tilling Often result in visible artifacts

There are methods to get around artifacts....

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Repeating Textures

Image Tiles allow repeating textures

Images must be manipulated to allow tilling Often result in visible artifacts

Artifacts not an issue for artificial textures

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Non-Color Textures

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Color Specular Bump

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Bump Mapping

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No bump mapping With bump mapping

Images by Paul Baker www.paulsprojects.net

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Bump Mapping

Add offset to normal

Offset is in texture coordinates S,T,N Store normal offsets in RGB image components Should use correctly orthonormal coordinate system

Normal offsets from gradient of a grayscale image

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b(u,v) = [s,t,n](u,v) = ∇i(u,v)

∇ =  ∂ ∂u, ∂ ∂v T

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Bump Map Example

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Catherine Bendebury and Jonathan Michaels CS 184 Spring 2005

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Displacement Maps

Actually move geometry based on texture map

Expensive and difficult to implement in many rendering systems Note silhouette

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Bump Displacement

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Environment Maps

Environment maps allow crude reflections Treat object as infinitesimal

Reflection only based on surface normal

Errors hard to notice for non-flat objects

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Environment Maps

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Environment Maps

19 x z y u v (u,v) = (0,0) x = -y= -z (u,v) = (1,1) x = y= z right face has x > |y|, x > |z|

u = y+x 2x v = z+x 2x

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Shadow Maps

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Pre-render scene from perspective of light source

Only render Z-Buffer (the shadow buffer)

Render scene from camera perspective

Compare with shadow buffer If nearer light, if further shadow

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Shadow Maps

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Shadow Buffer Image w/ Shadows

From Stamminger and Drettakis SIGGRAPH 2002

Note: These images don’t really go together, see the paper...

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Deep Shadow Maps

Some objects only partially occlude light

A single shadow value will not work Similar to transparency in Z-Buffer

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From Lokovic and Veach SIGGRAPH 2000