(Echtzeitgraphik) Dr. Michael Wimmer wimmer@cg.tuwien.ac.at - - PowerPoint PPT Presentation

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(Echtzeitgraphik) Dr. Michael Wimmer wimmer@cg.tuwien.ac.at - - PowerPoint PPT Presentation

Real-Time Rendering (Echtzeitgraphik) Dr. Michael Wimmer wimmer@cg.tuwien.ac.at Texturing Overview OpenGL lighting refresher Texture Spaces Texture Aliasing and Filtering Multitexturing Lightmapping Texture Coordinate Generation


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Real-Time Rendering (Echtzeitgraphik)

  • Dr. Michael Wimmer

wimmer@cg.tuwien.ac.at

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Texturing

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Overview

OpenGL lighting refresher Texture Spaces Texture Aliasing and Filtering Multitexturing Lightmapping Texture Coordinate Generation Projective Texturing Multipass Rendering

Vienna University of Technology 3

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But Before We Start: Shading

Flat shading

compute light interaction per polygon the whole polygon has the same color

Gouraud shading

compute light interaction per vertex interpolate the colors

Phong shading

interpolate normals per pixel

Remember: difference between

Phong Light Model Phong Shading

Vienna University of Technology 4

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But Before We Start: OpenGL Lighting Phong light model at each vertex (glLight, …) Local model only (no shadows, radiosity, …) ambient + diffuse + specular (glMaterial!) Fixed function: Gouraud shading

Note: need to interpolate specular separately!

Phong shading: calculate Phong model in fragment shader

Vienna University of Technology 5

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Why Texturing? Idea: enhance visual appearance of plain surfaces by applying fine structured details

Eduard Gröller, Stefan Jeschke 6

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OpenGL Texture Mapping Basis for most real-time rendering effects Look and feel of a surface Definition:

A regularly sampled function that is mapped onto every fragment of a surface Traditionally an image, but…

Can hold arbitrary information

Textures become general data structures Will be interpreted by fragment programs Can be rendered into  important!

Vienna University of Technology 7

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Types of Textures Spatial Layout

1D, 2D, 3D Cube Maps

Formats (too many), e.g. OpenGL

LUMINANCE16_ALPHA16: 32bit = 2 x 16 bit bump map RGBA4: 16bit = 4 x 4 colors RGBA_FLOAT32: 128 bit = 4 x 32 bit float compressed formats, high dynamic range formats, …

Vienna University of Technology 8

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Texturing: General Approach

Eduard Gröller, Stefan Jeschke 9

Texture space (u,v) Object space (xO,yO,zO) Image Space (xI,yI) Parametrization Rendering (Projection etc.) Texels

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Texture Spaces

Vienna University of Technology 10

Object space (x,y,z,w) Parameter Space (s,t,r,q) Texture Space (u,v)

Rendering Modeling Texture projection Texture function

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Texture Projectors Where do texture coordinates come from? Online: texture matrix/texcoord generation Offline: manually (or by modeling prog) spherical cylindrical planar natural

Vienna University of Technology 11

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Texture Projectors

Where do texture coordinates come from? Offline: manual UV coordinates by DCC program Note: a modeling Problem!

Vienna University of Technology 12

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Texture Functions How to extend texture beyond the border? Border and repeat/clamp modes Arbitrary (s,t,…)  [0,1]  [0,255]x[0,255] repeat mirror/repeat clamp border

Vienna University of Technology 13

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Texture Aliasing

Problem: One pixel in image space covers many texels

Eduard Gröller, Stefan Jeschke 14

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Texture Aliasing

Caused by undersampling: texture information is lost

Eduard Gröller, Stefan Jeschke 15

Texture space Image space

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Texture Anti-Aliasing

A good pixel value is the weighted mean of the pixel area projected into texture space

Eduard Gröller, Stefan Jeschke 16

Texture space u v Image space Pixel

X X

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Texture Anti-Aliasing: MIP Mapping

MIP Mapping (“Multum In Parvo”)

Texture size is reduced by factors of 2 (downsampling = "much info on a small area") Simple (4 pixel average) and memory efficient Last image is only ONE texel

Eduard Gröller, Stefan Jeschke 17

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Texture Anti-Aliasing: MIP Mapping

MIP Mapping Algorithm D := ld(max(d1,d2)) T0 := value from texture D0= trunc (D)

Use bilinear interpolation

Eduard Gröller, Stefan Jeschke 18

d1 d2 Bilinear interpolation Trilinear interpolation

X

"Mip Map level"

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Texture Anti-Aliasing: MIP Mapping

Trilinear interpolation:

T1 := value from texture D1 = D0+1 (bilin.interpolation) Pixel value := (D1–D)·T0 + (D–D0)·T1

Linear interpolation between successive MIP Maps

Avoids "Mip banding" (but doubles texture lookups)

Eduard Gröller, Stefan Jeschke 19

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Texture Anti-Aliasing: Mip Mapping

Other example for bilinear vs. trilinear filtering

Eduard Gröller, Stefan Jeschke 20

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Texture Anti-Aliasing

Bilinear reconstruction for texture magnification (D<0) ("upsampling")

Weight adjacent texels by distance to pixel position

Eduard Gröller, Stefan Jeschke 21

Texture space u

  • v

X

T(u+du,v+dv) = du·dv·T(u+1,v+1) + du·(1–dv)·T(u+1,v) + (1-du)·dv·T(u,v+1) + (1-du)·(1-dv)·T(u,v)

du dv (u,v) (u+1,v) (u+1,v+1) (u,v+1)

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Anti-Aliasing (Bilinear Filtering Example)

Eduard Gröller, Stefan Jeschke 22

Original image Nearest neighbor Bilinear filtering

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Anti-Aliasing: Anisotropic Filtering

Anisotropic Filtering

View dependent filter kernel Implementation: summed area table, "RIP Mapping", "footprint assembly" , “sampling”

Eduard Gröller, Stefan Jeschke 23

Texture space

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Anti-Aliasing: Anisotropic Filtering

Example

Eduard Gröller, Stefan Jeschke 24

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Texture Anti-aliasing Everything is done in hardware, nothing much to do! gluBuild2DMipmaps()generates MIPmaps Set parameters in glTexParameter()

GL_LINEAR_MIPMAP_NEAREST GL_TEXTURE_MAG_FILTER

Anisotropic filtering is an extension:

GL_EXT_texture_filter_anisotropic Number of samples can be varied (4x,8x,16x)

Vendor specific support and extensions

Vienna University of Technology 25

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Signal Theory Fourier Transform of signal  frequency space („spectrum“) Multiplication (mul) in primary space = Convolution (conv) in frequency space Typical signals and their spectra:

Box <-> sin(x)/x (=„sinc“) Gaussian <-> Gaussian Impulse train <-> Impulse train Width inverse proportional!

Vienna University of Technology 26

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CG Signal Pipeline: Overview Initial Sampling Resampling Display

Vienna University of Technology 27

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CG Signal Pipeline: Initial Sampling Input: continuous signal

Nature or computer generated

Bandlimiting: remove high frequencies

conv sinc <-> mul box Happens in camera optics, lens of eye, or antialiasing (direct convolution, supersampling)

Sampling:

mul impulse train <-> conv impulse train Leads to replica of spectra!

Result: image or texture

Vienna University of Technology 28

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CG Signal Pipeline: Resampling Input: Samples = discrete signal (usually texture) Reconstruction:

conv sinc <-> mul box „Removes“ replica of spectrum in sampled repr.

Bandlimiting:

Only required if new sampling frequency is lower! Typically through mipmapping

Sampling Result: another texture or final image (=frame buffer)

Vienna University of Technology 29

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CG Signal Pipeline: Display Input: Samples (from frame buffer) Reconstruction

Using display technology (e.g. CRT: Gaussian!)

Result: continuous signal (going to eye)

Vienna University of Technology 30

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CG Signal Pipeline: Observations Practice: substitute sinc by Gaussian

sinc has negative values Gaussian can be cut off gracefully

„Reconstruction“ is really an interpolation!

Reconstruction ≠ Antialiasing!

Aliasing: overlap of signal replica in sampling

Bandlimiting = Antialiasing

Magnification  reconstruction only Minification  bandlimiting + reconstruction

Vienna University of Technology 31

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CG Signal Pipeline: Full Scene Antialiasing Supersamling Multisampling (MSAA): combines

Supersampling (for edges) Texture filtering (for textures) Only one shader evaluation per final pixel

Morphological Antialiasing (FXAA, SMAA, …):

Postprocess Analyzes image, recovers edges, antialiases them

Vienna University of Technology 32

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Multitexturing Apply multiple textures in one pass Integral part of programmable shading

e.g. diffuse texture map + gloss map e.g. diffuse texture map + light map

Performance issues

How many textures are free? How many are available

Vienna University of Technology 33

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Multitexture – How? Simple(!) texture environment example: Programmable shading makes this easier!

Vienna University of Technology 34

glActiveTexture(GL_TEXTURE1); glTexEnvi(GL_TEXTURE_ENV, …) … GL_TEXTURE_ENV_MODE, GL_COMBINE); … GL_COMBINE_RGB, GL_MODULATE); … GL_SOURCE1_RGB, GL_TEXTURE); … GL_OPERAND1_RGB, GL_SRC_COLOR); … GL_SOURCE2_RGB, GL_PREVIOUS); … GL_OPERAND2_RGB, GL_SRC_COLOR);

C = CT1 · CT0

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Example: Light Mapping Used in virtually every commercial game Precalculate diffuse lighting on static objects

Only low resolution necessary Diffuse lighting is view independent!

Advantages:

No runtime lighting necessary

VERY fast!

Can take global effects (shadows, color bleeds) into account

Vienna University of Technology 35

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Light Mapping Original LM texels Bilinear Filtering

Vienna University of Technology 36

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Light Mapping Original scene Light-mapped

Vienna University of Technology 37

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Example: Light Mapping Precomputation based on non-realtime methods

Radiosity Raytracing

Monte Carlo Integration Pathtracing Photonmapping

Vienna University of Technology 38

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Light Mapping Lightmap mapped

Vienna University of Technology 39

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Light Mapping Original scene Light-mapped

Vienna University of Technology 40

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Ambient Occlusion

Special case of light mapping Cos-weighted visibility to environment modulates intensity: Darker where more occluded „Soft shadow due to diffuse sky“ Option: “per object” lightmap

Allows to move object

Vienna University of Technology 41

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Ambient Occlusion

Vienna University of Technology 42

Model/Texture: Rendermonkey

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Light Mapping Issues Map generation:

Use single map for group of coplanar polys

Lightmap UV coordinates need to be in (0..1)x(0..1)

Map application:

Premultiply textures by light maps

Why is this not appealing?

Multipass with framebuffer blend

Problems with specular

Multitexture

Fast, flexible

Vienna University of Technology 43

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Light Mapping Issues Why premultiplication is bad…  use tileable surface textures and low resolution lightmaps

Vienna University of Technology 44

vs. + Full Size Texture (with Lightmap) Tiled Surface Texture plus Lightmap

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Light Mapping/AO Toolset DCC programs (Blender, Maya…) Game Engines (Irrlicht) Light Map Maker (free) Ambient Occlusion:

xNormal

Vienna University of Technology 45

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Texture Coordinates Specified manually (glMultiTexCoord()) Using classical OpenGL texture coordinate generation

Linear: from object or eye space vertex coords Special texturing modes (env-maps) Can be further modified with texture matrix

E.g., to add texture animation

Can use 3rd or 4th texture coordinate for projective texturing!

Shader allows complex texture lookups!

Vienna University of Technology 46

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Texture Coordinate Generation Specify a “plane” (i.e., a 4D-vector) for each coordinate (s,t,r,q) Example: s = p1 x + p2 y + p3 z + p4 w

Think of this as a matrix T with plane parameters as row vectors

Vienna University of Technology 47

GLfloat Splane[4] = { p1, p2, p3, p4 }; glTexGenfv(GL_S, GL_EYE_PLANE, Splane); glEnable(GL_TEXTURE_GEN_S);

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Texture Coordinate Generation

Object-linear: Eye-linear: Te = T · M-1 (M…Modelview matrix at time of specification!) Effect: uses coordinate space at time of specification!

Eye: M=identity World: M=view-matrix

Vienna University of Technology 48

  • bject

w z y x q r t s             =             T eye w z y x q r t s             =             Te

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Texture Animation Classic OpenGL

Can specify an arbitrary 4x4 Matrix, each frame! glMatrixMode(GL_TEXTURE); There is also a texture matrix stack!

Shaders allow arbitrary dynamic calculations with uv-coordinates

Many effects possible: Flowing water, conveyor belts, distortions etc.

Vienna University of Technology 49

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Projective Texturing

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Projective Texture Mapping Want to simulate a beamer

… or a flashlight, or a slide projector

Precursor to shadows Interesting mathematics: 2 perspective projections involved! Easy to program!

Vienna University of Technology 51

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Projective Texture Mapping

Vienna University of Technology 52

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Projective Texture Mapping: Vertex Stage Map vertices to light frustum

Option 1: from object space Option 2: from eye space

Projection (perspective transform)

Vienna University of Technology 53

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Spaces

Vienna University of Technology 54

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Projective Texture Mapping OpenGL does not store Modeling Matrix No notion of world space!

Vienna University of Technology 55

Camera view (look at) matrix Modeling matrix

xo yo zo wo xe ye ze we

=

Modelview Camera Space Object Space

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Projective Texture Mapping Version 1: transforming object space coordinates

Disadvantage: need to provide model matrix for each object in shader! Classic OpenGL: even more difficult!

Vienna University of Technology 56

1/2 1/2 1/2 1 1/2 1/2 1/2 Light (projection) matrix Light view (look at) matrix Modeling matrix

xo yo zo wo s t r q

=

T

Map [-1..1] to [0..1]

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Projective Texture Mapping Version 2: transforming eye space coordinates

Advantage: matrix works for all objects!

Vienna University of Technology 57

1/2 1/2 1/2 1 1/2 1/2 1/2 Light (projection) matrix Light view (look at) matrix Inverse eye view (look at) matrix

xe ye ze we s t r q

=

T

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Classic OpenGL TexGen Transform

Vienna University of Technology 58

1/2 1/2 1/2 1 1/2 1/2 1/2 Light frustum (projection) matrix Light view (look at) matrix Inverse eye view (look at) matrix Eye view (look at) matrix Modeling matrix

xo yo zo wo xe ye ze we xe ye ze we s t r q

= =

Supply this combined transform to glTexGen Automatically applied by TexGen (set Modeling matrix to eyeview) Modelview

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Projective Texture Mapping: Rasterization Problem: texture coordinate interpolation

Texture coordinates are homogeneous!

Look at perspective correct texturing first!

Vienna University of Technology 59

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Perspective Texture Mapping Problem: linear interpolation in rasterization?

Vienna University of Technology 60

2 2 1 1 2 1 2 1

w x b w x a bw aw bx ax    

screenspace interpolation

  • bjectspace

interpolation a = b = 0,5; P = (x,y,z,w,1,u,v,…)

2 2 1 1

w P b w P a P

s

 =

2 1 2 1

bw aw bP aP P

 =

Perspective incorrect interpolation: Use screen-space a,b to calculate Po!

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Perspective Texture Mapping Solution: interpolate (s/w, t/w, 1/w) (s/w) / (1/w) = s etc. at every fragment

Vienna University of Technology 61

each vertex each fragment

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Projective Texturing What about homogeneous texture coords? Need to do perspective divide also for projector!

(s, t, q)  (s/q, t/q) for every fragment

How does OpenGL do that?

Needs to be perspective correct as well! Trick: interpolate (s/w, t/w, r/w, q/w) (s/w) / (q/w) = s/q etc. at every fragment

Remember: s,t,r,q are equivalent to x,y,z,w in projector space!  r/q = projector depth!

Vienna University of Technology 62

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Homogeneous Perspective Correct Interpolation [x,y,z,1,r,g,b,a] texcoord generation  [x,y,z,1, r,g,b,a, s,t,r,q] Modelviewprojection  [x’,y’,z’,w,1, r,g,b,a, s,t,r,q] Project ( /w )  [x’/w, y’/w, z’/w, 1/w, r,g,b,a, s/w, t/w, r/w, q/w ]vert Rasterize and interpolate  [x’/w, y’/w, z’/w, 1/w, r,g,b,a, s/w, t/w, r/w, q/w ]frag Homogeneous:  texture project (/ q/w)  [x’/w,y’/w,z’/w,1/w, r,g,b,a, s/q,t/q,r/q,1] Or non-homogeneous:  standard project (/ 1/w)  [x’/w, y’/w, z’/w, 1/w, r,g,b,a, s,t,r,q] (for normals)

Vienna University of Technology 63

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Projective Texture Mapping

Problem

reverse projection

Solutions

Cull objects behind projector Use clip planes to eliminate objects behind projector Fold the back-projection factor into a 3D attenuation texture Use to fragment program to check q < 0

Vienna University of Technology 64

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Projective Texture Mapping Problems

Resolution problems Projection behind shadow casters  Shadow Mapping!

Vienna University of Technology 65

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Projective Texture Mapping Example Example shown in CG Shading Language

CG is proprietary to NVIDIA C-like synthax HLSL (DirectX shading language) nearly the same synthax

Shading languages have specialized calls for projective texturing:

CG/HLSL: tex2Dproj GLSL: texture2DProj They include perspective division

Vienna University of Technology 66

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CG Vertex Program Input: float4 position, float3 normal Output: float4 oPosition, float4 texCoordProj, float4 diffuseLighting Uniform:float Kd, float4x4 modelViewProj, float3 lightPosition, float4x4 textureMatrix

Vienna University of Technology 67

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CG Vertex Program

  • Position =

mul(modelViewProj, position); texCoordProj = mul(textureMatrix, position); float3 N = normalize(normal); float3 L = normalize(lightPosition – position.xyz); diffuseLighting = Kd * max(dot(N, L),0);

Vienna University of Technology 68

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CG Fragment Program Input: float4 texCoordProj, float4 diffuseLighting Output: float4 color Uniform:sampler2D projectiveMap float4 textureColor = tex2Dproj(projectiveMap, texCoordProj); color = textureColor * diffuseLighting;

Vienna University of Technology 69

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CG vs. Classic OpenGL Classic OpenGL:

Just supply correct matrix to glTexGen

 Projective texturing is easy to program and very

effective method.

 Combinable with shadows

Vienna University of Technology 70

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Projective Shadow in Doom 3

Vienna University of Technology 71

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Texture Compression S3TC texture compression (DXTn) Represent 4x4 texel block by two 16bit colors (5 red, 6 green, 5 blue) Store 2 bits per texel Uncompress

Create 2 additional Colors between c1 and c2 use 2 bits to index which color

4:1 or 6:1 compression

Vienna University of Technology 72

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Multipass Rendering

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Multipass Rendering Recall 80 million triangle scene Games are NOT using a = 0.5

at least not yet

Assume a = 32, I = 1024x768, d=4

Typical for last generation games F = I * d = 3,1 MF/frame, T = F / a = 98304 T/frame 60 Hz  ~189 MF/s, ~5,6 MT/s

Vienna University of Technology 74

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Do More! Hardware underused with standard OpenGL lighting and texturing What can we do with this power? Render scene more often: multipass rendering Render more complex pixels: multitexturing

2 textures are usually for free

Render more complex pixels and triangles: programmable shading

Vienna University of Technology 75

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Note Conventional OpenGL allows for many effects using multipass

Still in use for mobile devices and last gen consoles Modern form: render to texture

Much more flexible but same principle

Programmable shading makes things easier

Specialized calls in shading languages

Vienna University of Technology 76

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Multipass Rendering: Why? OpenGL lighting model only

local limited in complexity

Many effects possible with multiple passes:

Dynamic environment maps Dynamic shadow maps Reflections/mirrors Dynamic impostors (Light maps)

Vienna University of Technology 77

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Multipass Rendering: How? Render to auxiliary buffers, use result as texture

E.g.: environment maps, shadow maps Requires pbuffer/fbo-support

Redraw scene using fragment operations

E.g.: reflections, mirrors Uses depth, stencil, alpha, … tests

“Multitexture emulation mode”: redraw

Uses framebuffer blending (light mapping)

Vienna University of Technology 78

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Multipass Rendering: How? (assume redraw scene…) First pass

Establishes z-buffer (and maybe stencil) glDepthFunc(GL_LEQUAL); Usually diffuse lighting

Second pass

Z-Testing only glDepthFunc(GL_LEQUAL); Render special effect using (examples):

Blending glStencilFunc(GL_EQUAL, 1, 1);

Vienna University of Technology 79

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Multipass – Framebuffer Blending Other equations: SUBTRACT, MIN, MAX

Vienna University of Technology 80

C = Cs S + Cd D

incoming (source) fragment color framebuffer color result color weighting factors

glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD);

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Multipass – Blending - Weights Example: transparency blending (window) Weights can be defined almost arbitrarily Alpha and color weights can be defined separately GL_ONE, GL_ZERO, GL_DST_COLOR, GL_SRC_COLOR, GL_ONE_MINUS_xxx

Vienna University of Technology 81

C = Cs ·  + Cd · (1- )

glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);