3D Texture Mapping Techniques
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Texture Mapping Textures Provide Details Makes Graphics Pretty
Texture Mapping Textures Provide Details Makes Graphics Pretty • Details creates immersion • Immersion creates fun Basic Idea Paint pictures on all of your polygons • adds color data • adds (fake) geometric and texture detail one of the basic graphics techniques • tons of hardware support Texture Mapping • Map between region of plane and arbitrary surface • Ensure “right things” happen as textured polygon is rendered and transformed Parametric Texture Mapping • Texture size and orientation tied to polygon • Texture can modulate diffuse color, specular color, specular exponent, etc • Separation of “texture space” from “screen space” • UV coordinates of range [0…1] Retrieving Texel Color • Compute pixel (u,v) using barycentric interpolation • Look up texture pixel (texel) • Copy color to pixel • Apply shading How to Parameterize? Classic problem: How to parameterize the earth (sphere)? Very practical, important problem in Middle Ages… Latitude & Longitude Distorts areas and angles Planar Projection Covers only half of the earth Distorts areas and angles Stereographic Projection Distorts areas Albers Projection Preserves areas, distorts aspect ratio Fuller Parameterization No Free Lunch Every parameterization of the earth either: • distorts areas • distorts distances • distorts angles Good Parameterizations • Low area distortion • Low angle distortion • No obvious seams • One piece • How do we achieve this? Planar Parameterization Project surface onto plane • quite useful in practice • only partial coverage • bad distortion when normals perpendicular Planar Parameterization In practice: combine multiple views Cube Map/Skybox Cube Map Textures • 6 2D images arranged like faces of a cube • +X, -X, +Y, -Y, +Z, -Z • Index by unnormalized vector Cube Map vs Skybox skybox background Cube maps map reflections to emulate reflective surface (e.g. -
Texture / Image-Based Rendering Texture Maps
Texture / Image-Based Rendering Texture maps Surface color and transparency Environment and irradiance maps Reflectance maps Shadow maps Displacement and bump maps Level of detail hierarchy CS348B Lecture 12 Pat Hanrahan, Spring 2005 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 Geometry: bump and displacement maps CS348B Lecture 12 Pat Hanrahan, Spring 2005 Page 1 Classic 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 Light Field BTF CS348B Lecture 12 Pat Hanrahan, Spring 2005 Texture Mapping ++ == 3D Mesh 2D Texture 2D Image CS348B Lecture 12 Pat Hanrahan, Spring 2005 Page 2 Surface Color and Transparency Tom Porter’s Bowling Pin Source: RenderMan Companion, Pls. 12 & 13 CS348B Lecture 12 Pat Hanrahan, Spring 2005 Reflection Maps Blinn and Newell, 1976 CS348B Lecture 12 Pat Hanrahan, Spring 2005 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 CS348B Lecture 12 Pat Hanrahan, Spring 2005 Environment Maps Interface, Chou and Williams (ca. -
Steep Parallax Mapping
I3D 2005 Posters Session Steep Parallax Mapping Morgan McGuire* Max McGuire Brown University Iron Lore Entertainment N E E E E True Surface I I I I Bump x P Surface P P P Parallax Mapping Steep Parallax Mapping Bump Mapping Parallax Mapping Steep Parallax Mapping Fig. 2 The viewer perceives an intersection at (P) from Fig. 1 A single polygon with a high-frequency bump map. shading, although the true intersection occurred at (I). Abstract. We propose a new bump mapping scheme that We choose t to be the first ti for which NB [ti]α > 1.0 – i / n can produce parallax, self-occlusion, and self-shadowing for and then shade as with other bump mapping methods: arbitrary bump maps yet is efficient enough for games when float step = 1.0 / n implemented in a pixel shader and uses existing data formats. vec2 dt = E.xy * bumpScale / (n * E.z) Related Work float height = 1.0; Let E and L be unit vectors from the eye and light in a local vec2 t = texCoord.xy; vec4 nb = texture2DLod (NB, t, LOD); tangent space. At a pixel, let 2-vector s be the texture coordinate (i.e. where the eye ray hits the true, flat surface) while (nb.a < height) { and t be the coordinate of the texel where the ray would have height -= step; t += dt; nb = texture2DLod (NB, t, LOD); hit the surface if it were actually displaced by the bump map. } Shading is computed by Phong illumination, using the // ... Shade using N = nb.rgb normal to the scalar bump map surface B at t and the color of the texture map at t. -
Deconstructing Hardware Usage for General Purpose Computation on Gpus
Deconstructing Hardware Usage for General Purpose Computation on GPUs Budyanto Himawan Manish Vachharajani Dept. of Computer Science Dept. of Electrical and Computer Engineering University of Colorado University of Colorado Boulder, CO 80309 Boulder, CO 80309 E-mail: {Budyanto.Himawan,manishv}@colorado.edu Abstract performance, in 2001, NVidia revolutionized the GPU by making it highly programmable [3]. Since then, the programmability of The high-programmability and numerous compute resources GPUs has steadily increased, although they are still not fully gen- on Graphics Processing Units (GPUs) have allowed researchers eral purpose. Since this time, there has been much research and ef- to dramatically accelerate many non-graphics applications. This fort in porting both graphics and non-graphics applications to use initial success has generated great interest in mapping applica- the parallelism inherent in GPUs. Much of this work has focused tions to GPUs. Accordingly, several works have focused on help- on presenting application developers with information on how to ing application developers rewrite their application kernels for the perform the non-trivial mapping of general purpose concepts to explicitly parallel but restricted GPU programming model. How- GPU hardware so that there is a good fit between the algorithm ever, there has been far less work that examines how these appli- and the GPU pipeline. cations actually utilize the underlying hardware. Less attention has been given to deconstructing how these gen- This paper focuses on deconstructing how General Purpose ap- eral purpose application use the graphics hardware itself. Nor has plications on GPUs (GPGPU applications) utilize the underlying much attention been given to examining how GPUs (or GPU-like GPU pipeline. -
Texture Mapping Modeling an Orange
Texture Mapping Modeling an Orange q Problem: Model an orange (the fruit) q Start with an orange-colored sphere – Too smooth q Replace sphere with a more complex shape – Takes too many polygons to model all the dimples q Soluon: retain the simple model, but add detail as a part of the rendering process. 1 Modeling an orange q Surface texture: we want to model the surface features of the object not just the overall shape q Soluon: take an image of a real orange’s surface, scan it, and “paste” onto a simple geometric model q The texture image is used to alter the color of each point on the surface q This creates the ILLUSION of a more complex shape q This is efficient since it does not involve increasing the geometric complexity of our model Recall: Graphics Rendering Pipeline Application Geometry Rasterizer 3D 2D input CPU GPU output scene image 2 Rendering Pipeline – Rasterizer Application Geometry Rasterizer Image CPU GPU output q The rasterizer stage does per-pixel operaons: – Turn geometry into visible pixels on screen – Add textures – Resolve visibility (Z-buffer) From Geometry to Display 3 Types of Texture Mapping q Texture Mapping – Uses images to fill inside of polygons q Bump Mapping – Alter surface normals q Environment Mapping – Use the environment as texture Texture Mapping - Fundamentals q A texture is simply an image with coordinates (s,t) q Each part of the surface maps to some part of the texture q The texture value may be used to set or modify the pixel value t (1,1) (199.68, 171.52) Interpolated (0.78,0.67) s (0,0) 256x256 4 2D Texture Mapping q How to map surface coordinates to texture coordinates? 1. -
Texture Mapping
Texture Mapping Slides from Rosalee Wolfe DePaul University http://www.siggraph.org/education/materials/HyperGraph/mapping/r_wolf e/r_wolfe_mapping_1.htm 1 1. Mapping techniques add realism and interest to computer graphics images. Texture mapping applies a pattern of color to an object. Bump mapping alters the surface of an object so that it appears rough, dented or pitted. In this example, the umbrella, background, beachball and beach blanket have texture maps. The sand has been bump mapped. These and other mapping techniques are the subject of this slide set. 2 2: When creating image detail, it is cheaper to employ mapping techniques that it is to use myriads of tiny polygons. The image on the right portrays a brick wall, a lawn and the sky. In actuality the wall was modeled as a rectangular solid, and the lawn and the sky were created from rectangles. The entire image contains eight polygons.Imagine the number of polygon it would require to model the blades of grass in the lawn! Texture mapping creates the appearance of grass without the cost of rendering thousands of polygons. 3 3: Knowing the difference between world coordinates and object coordinates is important when using mapping techniques. In object coordinates the origin and coordinate axes remain fixed relative to an object no matter how the object’s position and orientation change. Most mapping techniques use object coordinates. Normally, if a teapot’s spout is painted yellow, the spout should remain yellow as the teapot flies and tumbles through space. When using world coordinates, the pattern shifts on the object as the object moves through space. -
A Snake Approach for High Quality Image-Based 3D Object Modeling
A Snake Approach for High Quality Image-based 3D Object Modeling Carlos Hernandez´ Esteban and Francis Schmitt Ecole Nationale Superieure´ des Tel´ ecommunications,´ France e-mail: carlos.hernandez, francis.schmitt @enst.fr f g Abstract faces. They mainly work for 2.5D surfaces and are very de- pendent on the light conditions. A third class of methods In this paper we present a new approach to high quality 3D use the color information of the scene. The color informa- object reconstruction by using well known computer vision tion can be used in different ways, depending on the type of techniques. Starting from a calibrated sequence of color im- scene we try to reconstruct. A first way is to measure color ages, we are able to recover both the 3D geometry and the consistency to carve a voxel volume [28, 18]. But they only texture of the real object. The core of the method is based on provide an output model composed of a set of voxels which a classical deformable model, which defines the framework makes difficult to obtain a good 3D mesh representation. Be- where texture and silhouette information are used as exter- sides, color consistency algorithms compare absolute color nal energies to recover the 3D geometry. A new formulation values, which makes them sensitive to light condition varia- of the silhouette constraint is derived, and a multi-resolution tions. A different way of exploiting color is to compare local gradient vector flow diffusion approach is proposed for the variations of the texture such as in cross-correlation methods stereo-based energy term. -
Game Developers Conference Europe Wrap, New Women’S Group Forms, Licensed to Steal Super Genre Break Out, and More
>> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT OCTOBER 2005 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games. GameTapTM and many of the video game industry’s leading publishers have joined together to create a new world where you can play hundreds of the greatest games right from your broadband-connected PC. It’s gaming freedom like never before. START PLAYING AT GAMETAP.COM TM & © 2005 Turner Broadcasting System, Inc. A Time Warner Company. Patent Pending. All Rights Reserved. GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9 FEATURES 11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan 21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables. -
GAME DEVELOPERS a One-Of-A-Kind Game Concept, an Instantly Recognizable Character, a Clever Phrase— These Are All a Game Developer’S Most Valuable Assets
HOLLYWOOD >> REVIEWS ALIAS MAYA 6 * RTZEN RT/SHADER ISSUE AUGUST 2004 THE LEADING GAME INDUSTRY MAGAZINE >>SIGGRAPH 2004 >>DEVELOPER DEFENSE >>FAST RADIOSITY SNEAK PEEK: LEGAL TOOLS TO SPEEDING UP LIGHTMAPS DISCREET 3DS MAX 7 PROTECT YOUR I.P. WITH PIXEL SHADERS POSTMORTEM: THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ SHADOW OPS: RED MERCURY []CONTENTS AUGUST 2004 VOLUME 11, NUMBER 7 FEATURES 14 COPYRIGHT: THE BIG GUN FOR GAME DEVELOPERS A one-of-a-kind game concept, an instantly recognizable character, a clever phrase— these are all a game developer’s most valuable assets. To protect such intangible properties from pirates, you’ll need to bring out the big gun—copyright. Here’s some free advice from a lawyer. By S. Gregory Boyd 20 FAST RADIOSITY: USING PIXEL SHADERS 14 With the latest advances in hardware, GPU, 34 and graphics technology, it’s time to take another look at lightmapping, the divine art of illuminating a digital environment. By Brian Ramage 20 POSTMORTEM 30 FROM BUNGIE TO WIDELOAD, SEROPIAN’S BEAT GOES ON 34 THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ A decade ago, Alexander Seropian founded a SHADOW OPS: RED MERCURY one-man company called Bungie, the studio that would eventually give us MYTH, ONI, and How do you give a player that vicarious presence in an imaginary HALO. Now, after his departure from Bungie, environment—that “you-are-there” feeling that a good movie often gives? he’s trying to repeat history by starting a new Zombie’s answer was to adopt many of the standard movie production studio: Wideload Games. -
Steve Marschner CS5625 Spring 2019 Predicting Reflectance Functions from Complex Surfaces
08 Detail mapping Steve Marschner CS5625 Spring 2019 Predicting Reflectance Functions from Complex Surfaces Stephen H. Westin James R. Arvo Kenneth E. Torrance Program of Computer Graphics Cornell University Ithaca, New York 14853 Hierarchy of scales Abstract 1000 macroscopic Geometry We describe a physically-based Monte Carlo technique for ap- proximating bidirectional reflectance distribution functions Object scale (BRDFs) for a large class of geometriesmesoscopic by directly simulating 100 optical scattering. The technique is more general than pre- vious analytical models: it removesmicroscopic most restrictions on sur- Texture, face microgeometry. Three main points are described: a new bump maps 10 representation of the BRDF, a Monte Carlo technique to esti- mate the coefficients of the representation, and the means of creating a milliscale BRDF from microscale scattering events. Milliscale These allow the prediction of scattering from essentially ar- (Mesoscale) 1 mm Texels bitrary roughness geometries. The BRDF is concisely repre- sented by a matrix of spherical harmonic coefficients; the ma- 0.1 trix is directly estimated from a geometric optics simulation, BRDF enforcing exact reciprocity. The method applies to rough- ness scales that are large with respect to the wavelength of Microscale light and small with respect to the spatial density at which 0.01 the BRDF is sampled across the surface; examples include brushed metal and textiles. The method is validated by com- paring with an existing scattering model and sample images are generated with a physically-based global illumination al- Figure 1: Applicability of Techniques gorithm. CR Categories and Subject Descriptors: I.3.7 [Computer model many surfaces, such as those with anisotropic rough- Graphics]: Three-Dimensional Graphics and Realism. -
UNWRELLA Step by Step Unwrapping and Texture Baking Tutorial
Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result UNWRELLA Unwrella FAQ, users manual Step by step unwrapping and texture baking tutorial Unwrella UV mapping tutorial. Copyright 3d-io GmbH, 2009. All rights reserved. Please visit http://www.unwrella.com for more details. Unwrella Step by Step automatic unwrapping and texture baking tutorial Introduction 3. Introduction Content 4. Content Defining Seams in 3DSMax 10. Defining Seams in Max Applying Unwrella Texture Baking 16. Applying Unwrella Final result 20. Texture Baking Unwrella FAQ, users manual 29. Final Result 30. Unwrella FAQ, user manual Unwrella UV mapping tutorial. Copyright 3d-io GmbH, 2009. All rights reserved. Please visit http://www.unwrella.com for more details. Introduction In this comprehensive tutorial we will guide you through the process of creating optimal UV texture maps. Introduction Despite the fact that Unwrella is single click solution, we have created this tutorial with a lot of material explaining basic Autodesk 3DSMax work and the philosophy behind the „Render to Texture“ workflow. Content Defining Seams in This method, known in game development as texture baking, together with deployment of the Unwrella plug-in achieves the 3DSMax following quality benchmarks efficiently: Applying Unwrella - Textures with reduced texture mapping seams Texture Baking - Minimizes the surface stretching Final result - Creates automatically the largest possible UV chunks with maximal use of available space Unwrella FAQ, users manual - Preserves user created UV Seams - Reduces the production time from 30 minutes to 3 Minutes! Please follow these steps and learn how to utilize this great tool in order to achieve the best results in minimum time during your everyday productions. -
Towards a Set of Techniques to Implement Bump Mapping
Towards a set of techniques to implement Bump Mapping Márcio da Silva Camilo, Bernardo Nogueira S. Hodge, Rodrigo Pereira Martins, Alexandre Sztajnberg Departamento de Informática e Ciências da Computação Universidade Estadual do Rio de Janeiro {pmacstronger, bernardohodge , rodrigomartins , alexszt}@ime.uerj.br Abstract . irregular lighting appearance without modeling its irregular patterns as true geometric perturbations, The revolution of three dimensional video games increasing the model’s polygon count, hence decreasing lead to an intense development of graphical techniques applications’ performance. and hardware. Texture-mapping hardware is now able to There are several other techniques for generate interactive computer-generated imagery with implementing bump mapping. Some of them, such as high levels of per-pixel detail. Nevertheless, traditional Emboss Mapping, do not result in a good appearance for single texture techniques are not able to simulate bumped some surfaces, in general because they use a too simplistic surfaces decently. More traditional bump mapping approximation of light calculation [4]. Others, such as techniques, such as Emboss bump mapping, most times Blinn’s original bump mapping idea, are computationally deploy an undesirable or ‘fake’ appearance to wrinkles in expensive to calculate in real-time [7]. Dot3 bump surfaces. Bump mapping can be applied to different types mapping deploys a great final result on surface appearance of applications varying form computer games, 3d and is feasible in today’s hardware in a single rendering environment simulations, and architectural projects, pass. It is based on a mathematical model of lighting among others. In this paper we will examine a method that intensity and reflection calculated for each pixel on a can be applied in 3d game engines, which uses texture- surface to be rendered.