r i i r r camera computer 3d synthetic tone model
play

r i i r r camera Computer 3D synthetic tone model - PDF document

Logistics Checkpoint 2 Texture Mapping Still grading Note on grading Checkpoint 3 Due Monday Project Proposals All should have received e-mail feedback. Logistics Projects Grad students Approx 26-28 projects


  1. Logistics  Checkpoint 2 Texture Mapping  Still grading…  Note on grading  Checkpoint 3  Due Monday  Project Proposals  All should have received e-mail feedback. Logistics Projects  Grad students  Approx 26-28 projects  Listing of projects now on Web  Please send topic of grad report.  Presentation schedule  Presentations (15 min max)  Last 4 classes (week 9 + week 10 + finals week)  Sign up  Email me with 1 st , 2 nd , 3 rd choices  First come first served. Remember this? Computer Graphics as Virtual Photography real camera photo Photographic Photography: scene (captures processing print light)  Bi-directional Reflectance Function processing BRDF f ( , , , ) = � � � � r i i r r camera Computer 3D synthetic tone model Graphics: models image reproduction At a given point, gives relative reflected illumination in any (focuses direction with respect to incoming illumination coming from simulated any direction lighting) 1

  2. Illumination Models Phong Model  Illumination model - function or algorithm used to describe the reflective characteristics of a given surface.  More accurately, function or algorithm used to approximate the BRDF. ∑ ∑ k L ( V ) = k L + k L ( S • N) + k L ( R • V) e a a d i i s i i i i ambient diffuse specular Question Texture Mapping  What if Phong (or other) Illumination  Developed in 1974 by Ed Catmull, models aren’t good enough? currently president of Pixar  Texture Mapping – use an image  Goal: Make Phong shading less plastic  Procedural Shading – program your own looking Texture Mapping Texture Mapping  A means to define surface characteristics of an object using an image  Mapping a 2D image onto a 3D surface  Coordinate spaces in texture mapping  Texture space (u, v)  Object space (x o ,y o ,z o )  Screen space (x, y) Watt 2

  3. Texture Mapping Texture Mapping  Key to texture mapping is texture space (u,v) parameterization parameterization  3D geometry must be expressed as a function of 2 variables, u and v. object space (x o ,y o , z o )  Examples:  Planar projection  Spherical screen space (x,y)  Bi-cubic patch  Cylindrical Texture pipeline Texture pipeline example Akenine-Moller / Haines Akenine-Moller / Haines Projector function Projector function  Spherical Mapping  Converts 3D point in object space (x,y,z) to 2D point in texture parameter space (u,v)  Examples:  Spherical mapping  Cylindrical mapping  Planar mapping  Parametric surface mapping 3

  4. Projector function Projector function – Spherical Mapping  Cylindrical mapping Texture is like a rubber sheet stretched to fit model Projector function Projector function  Spherical mapping  Bi-cubic surfaces Projector function Projector function – bicubic surfaces  Texture Mapping Applets http://www.cs.brown.edu/exploratories/ freeSoftware/catalogs/texture_mapping. html Watt 4

  5. Corresponder function Texture Mapping - Direct Mapping  Converts from texture parameter space (u, v) to texel space.  Controls the way an image is applied  Examples:  Direct mapping  Use a portion of an image  Apply transforms  Out of range transforms Texture Mapping – Using a Portion of the Image Texture Mapping – out of range Mirror clamp border Repeat (tile) (tile) Texture mapping Texture mapping  Aliasing- point sampling in middle of pixel - need  Aliasing more!  Sampling – images are discrete, not continuous.  Resolution of sampled space (in this case texture map) is not fine enough 5

  6. Texture Mapping  Aliasing -because of interpolation and Texture perspective projection Mapping – Aliasing aliased image Watt anti-aliased image Texture Mapping - Anti-aliasing Texture mapping  Texture Map Aliasing Applet  Point sample at higher resolution (sometimes very difficult)  Nearest http://www.nbb.cornell.edu/neurobio/la  Pick the closest texel nd/OldStudentProjects/cs490-  Linear  Take an average of surrounding texels 96to97/anson/TextureMappingApplet/  Mip-Mapping  Multiple textures of the same image  Use low pass filter before sampling  Can sometimes use stochastic sampling to improve results Texture Mapping Mipmapping  Mipmaps  Pre-calculate your texture map at many resolutions (or layers)  Store all “texture layers” in a single image.  Use “appropriate” layer when performing rendering, interpolating between levels as required  Mip == “multum in parvo”  Latin for “many things in a small space”  Native support in hardware. 6

  7. Texture Mapping Texture pipeline  Mipmaps  Break When we last left our hero Value transform function  Texture maps need not be just plain old RGB.  Texture == data associated with an object  Stored in a 2D array of texels  Value transform function  Transforms data into value usable by the illumination model at the shading point Value Transform functions Texture Mapping- Bump Mapping  Adds roughness to surfaces  Texel data interpretation:  Normal displacement – Bump Mapping  Quick way to add detail to  Transparency Mask – Alpha Mapping an object  Reflection – Environment Mapping  Polygon remains physically  Illumination – Light Mapping flat, but appears bumpy  Specular component – Gloss Mapping  Lighting intensities – Radiance Mapping Jim Blinn 7

  8. Texture Mapping- Bump Mapping Texture mapping – Bump Mapping  Perturbing surface normal  Texture map represents displacements from the normal  Use perturbed normal in illumination model Bump Mapping Theory Bump Mapping-Theory  If your eyes see light and dark  bumps  Flat surfaces reflect more light  Bumpy surfaces reflect less Bump Mapping Texture Mapping  Perlin Dnoise example  Bump Mapping [Perlin85] Normal += Dnoise (point) 8

  9. Alpha Mapping Texture Mapping- Environment mapping  Used to control the transparency.  Create an image, representing the reflection of the world onto an object  Example:  Use surrounding sphere or box, image is texture map indexed by direction of reflection ray  Poor-man’s ray tracing - cheaper 3dimpact.com Environment Mapping Texture Mapping- Environment mapping  Not associated with a particular object but with an imaginary surface surrounding the scene  Specular Reflection – indexed by reflected ray  Diffuse - by surface normal  Transparency – refracted ray direction Texture Mapping Environment Mapping  Environment mapping spherical Cube map 9

  10. Texture mapping Light Mapping Reflection mapping  Texture map that describes illumination (light sources)to apply flipcode.com Gloss Mapping Gloss Mapping  The texture that controls the specular reflection color.  Modulates the the specular reflection and the environment map. ozone3d.net Texture Mapping Texture Mapping – Radiance Maps  Static  Provides approximated radiance values, not simply color info, as a texture.  Texture map image is taken under a single lighting condition  Radiance map not only for the distant scene, but in reflections from objects.  Q: What happens when lighting conditions  Radiance in map used in global of the scene doesn’t match that of your illumination solution texture?  Technique used in Fiat Lux  A: let’s go to the video tape 10

  11. Texture pipeline Layered Texture Mapping  Finally obtained data is applied in illumination equation. Layered Texture Mapping Multipass Texture Rendering  Applet  Multiple textures for multiple parts of illumination model rendered on multiple passes. http://users.interfriends.net/maurid/B umpMapping.htm  Modern hardware supports up to 10 passes on a single frame. Multipass Texture Render Summary  Quake III Engine  Texturing Pipeline  Passes 1-4: accumulating bump map  Advantages of texture mapping  Pass 5: diffuse lighting  Easy way to add complexity to a scene  Pass 6: base texture  Hardware support  Pass 7: Specular  Issues:  Pass 8: emissive lighting  Aliasing  Pass 9: volumetric effects  Limited resolution (zoom in DOOM effect)  Pass 10: screen flashes  Static image 11

  12. Summary  In this lecture, we assumed that textures were pre-generated and saved in a file  Textures can also be generated on the fly using a function or procedure…  But that’s for next time…  Questions? 12

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend