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• texture mapping © 2006 fabio pellacini • 1 why texture mapping?

• objects have spatially varying details • represent as : correct, but very expensive

computer graphics • texture mapping © 2006 fabio pellacini • 2 why texture mapping?

• use simple geometry • store varying properties in images • map to objects [Wolfe / SG97 Slide set] [Wolfe / SG97

computer graphics • texture mapping © 2006 fabio pellacini • 3 why texture mapping?

• produces compelling results [Jeremy Birn]

computer graphics • texture mapping © 2006 fabio pellacini • 4 why texture mapping?

• easily change object appearance [Praun et al., 2001]

computer graphics • texture mapping © 2006 fabio pellacini • 5 mapping function

• surfaces are 2d domains • determine a function that maps them to images

Mapping Function

Surface Image

computer graphics • texture mapping © 2006 fabio pellacini • 6 mapping functions – projections

• maps 3d surface points to 2d image coordinates f ℜ3 → ]1,0[: 2

• different types of projections – often corresponding to simple shapes – useful for simple object [Wolfe / SG97 Slide set] [Wolfe / SG97 computer graphics • texture mapping © 2006 fabio pellacini • 7 projections – planar

computer graphics • texture mapping © 2006 fabio pellacini • 8 projections – cubical

computer graphics • texture mapping © 2006 fabio pellacini • 9 projections – cylindrical

computer graphics • texture mapping © 2006 fabio pellacini • 10 projections – spherical

computer graphics • texture mapping © 2006 fabio pellacini • 11 projections

• planar projection along xy plane of size (w,h) – use affine transform to orient the plane differently

f p = yx hpwp )/,/()( • spherical projection of unit sphere – consider point in spherical coordinates f p = φ θ ),()( • cylindrical projection of unit cylinder of height h – consider point in cylindrical coordinates – treat caps separately

f p = φ y hp )/,()(

computer graphics • texture mapping © 2006 fabio pellacini • 12 looking up texture values

• normal: do not repeat texture – clamp image coordinates to [0,1] then lookup • tiled: repeat texture multiple times – take mod of image coordinates then lookup

normal tiled computer graphics • texture mapping © 2006 fabio pellacini • 13 texture mapping artifacts

• tiling textures might introduce seems – discontinuities in the mapping function – change texture to be “tileable” when possible

computer graphics • texture mapping © 2006 fabio pellacini • 14 texture mapping artifacts

• mapping textures will introduce distortions – unavoidable artifacts • local scale and differences

distorted undistorted computer graphics • texture mapping © 2006 fabio pellacini • 15 mapping function – explicit coordinates

• store texture coordinates on control points • interpolate as any other parameter – follow interpolation rule defined by surface type

• parametric surfaces: can use parameters directly

• known as UV mapping

computer graphics • texture mapping © 2006 fabio pellacini • 16 uv mapping subdivision surfaces

level 0 level 1 level 2

computer graphics • texture mapping © 2006 fabio pellacini • 17 uv mapping vs. projection

parameterization projection

computer graphics • texture mapping © 2006 fabio pellacini • 18 uv mapping parametric surfaces [Wolfe / SG97 Slide set] [Wolfe / SG97

computer graphics • texture mapping © 2006 fabio pellacini • 19 uv mapping polygon meshes

computer graphics • texture mapping © 2006 fabio pellacini • 20 uv mapping polygon meshes [Piponi et al., 2000]

computer graphics • texture mapping © 2006 fabio pellacini • 21 uv mapping polygon meshes

• break up model intro single texture [© Discreet]

computer graphics • texture mapping © 2006 fabio pellacini • 22 interpolating uv coordinates on meshes

• pay attention when rasterizing triangles – for raytracing just use baricentric coordinates

texture linear interp. interp. [MIT OpenCourseware]

used also for colors computer graphics • texture mapping © 2006 fabio pellacini • 23 painting textures on models

• if painting is required, paint directly on surfaces – system determines inverse mapping to update image – seems/distortions present, but user does not know

computer graphics • texture mapping © 2006 fabio pellacini • 24 texture magnification

• linearly interpolate closest in texture [MIT OpenCourseware]

texture rendered image computer graphics • texture mapping © 2006 fabio pellacini • 25 texture minification

• compute average of texture pixels projected onto each view pixels [MIT OpenCourseware]

texture rendered image computer graphics • texture mapping © 2006 fabio pellacini • 26 texture minification

• remember point-sampling introduces artifacts – need average of texture below a [MIT OpenCourseware]

computer graphics • texture mapping © 2006 fabio pellacini • 27 mip-mapping

• approximate algorithm for computing filters • store texture at different resolution • look up the appropriate image based on its projected size [MIT OpenCourseware]

computer graphics • texture mapping © 2006 fabio pellacini • 28 3d solid texturing

• define a 3D field of values, indexed using P – in-memory array: too much memory – procedurally: hard to define • often add noisy-like details on 2d images [Wolfe / SG97 Slide set] [Wolfe / SG97

computer graphics • texture mapping © 2006 fabio pellacini • 29 types of mapping

computer graphics • texture mapping © 2006 fabio pellacini • 30 texture mapping material parameters

• diffuse coefficient

computer graphics • texture mapping © 2006 fabio pellacini • 31 texture mapping material parameters

• specular coefficient

computer graphics • texture mapping © 2006 fabio pellacini • 32

• variations of surface positions, thus normals – requires fine tessellation of object geometry

computer graphics • texture mapping © 2006 fabio pellacini • 33 displacement mapping

• update position by displacing points along normal

d = + hNPP • recompute normals by evaluating derivatives – no closed form solution: do it numerically ∂ ∂ Δ ΔPPPP N ∝ × dd ≈ × dd d ∂ ∂ Δ Δvuvu

computer graphics • texture mapping © 2006 fabio pellacini • 34

• variation of surface normals – apply normal perturbation without updating positions

computer graphics • texture mapping © 2006 fabio pellacini • 35 bump mapping

• simple example: bump mapping xy plane

d = PP + vuhvuvu ),(),(),( N = ++= vuhvu ),( zyx

∂ ∂PP ⎛ ∂h ⎞ ⎛ ∂h ⎞ N ∝ × dd ⎜ += ⎟ ⎜ +× zyzx ⎟ = d ∂ ∂vu ⎝ ∂u ⎠ ⎝ ∂v ⎠ ∂h ∂h −= − yxz ∂u ∂v

computer graphics • texture mapping © 2006 fabio pellacini • 36 bump vs. displacement mapping

bump map displacement map

computer graphics • texture mapping © 2006 fabio pellacini • 37 bump vs. displacement mapping

bump map displacement map

computer graphics • texture mapping © 2006 fabio pellacini • 38 combining maps types

• combine multiple maps to achieve realistic effects

computer graphics • texture mapping © 2006 fabio pellacini • 39 lighting effects using texture mapping

computer graphics • texture mapping © 2006 fabio pellacini • 40 shadow mapping

• graphics pipeline does not allow shadow queries • we can use texturing and a multipass algorithm [NVIDIA/Everitt al.] et

project a color texture “project” a depth texture

computer graphics • texture mapping © 2006 fabio pellacini • 41 shadow mapping algorithm

• pass 1: render scene from light view • pass 1: copy depth buffer in a new texture

• pass 2: render scene from camera view • pass 2: transform each pixel to light space • pass 2: compare value to depth buffer • pass 2: if current < buffer depth then shadow

computer graphics • texture mapping © 2006 fabio pellacini • 42 shadow mapping algorithm [NVIDIA/Everitt al.] et

camera view light view shadow buffer

computer graphics • texture mapping © 2006 fabio pellacini • 43 shadow mapping algorithm [NVIDIA/Everitt al.] et

camera view light distance projected shadow buffer

computer graphics • texture mapping © 2006 fabio pellacini • 44 shadow mapping limitations

• not enough resolution: blocky shadows – pixels in shadow buffer too large when projected

[Fernando et al., 2002]

• biasing: surfaces shadow themselves – remember the epsilon in raytracing – made much worst by resolution limitation computer graphics • texture mapping © 2006 fabio pellacini • 45 environment mapping

• graphics pipeline does not allow reflections • we can use texturing and a multipass algorithm [Wolfe / SG97 Slide set] [Wolfe / SG97

computer graphics • texture mapping © 2006 fabio pellacini • 46 environment mapping algorithm

• pass 1: render scene 6 times from object center • pass 1: store images onto a cube

• pass 2: render scene from the camera view • pass 2: use cube projection to look up values

• variation of this works also for refraction

computer graphics • texture mapping © 2006 fabio pellacini • 47 environment map limitations

• incorrect reflections – objects in incorrect positions: better for distant objs – “rays” go through objects • inefficient: need one map for each object

computer graphics • texture mapping © 2006 fabio pellacini • 48 light effects take home message

• pipeline not suitable for lighting computations – algorithms are complex to implement and not robust • lots of tricks and special cases – but fast

• interactive graphics: use pipeline algorithms • high-quality graphics: use pipeline for view, raytracing for lighting

computer graphics • texture mapping © 2006 fabio pellacini • 49 texturing demos OpenGL tutor: texture.exe NVidia samples: bumpy_shiny_patch.exe hw_shadowmap_simple.exe simple_soft_shadows.exe computer graphics • texture mapping © 2006 fabio pellacini • 50