Texture Mapping
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Cardinality-Constrained Texture Filtering
To appear in ACM TOG 32(4). Cardinality-Constrained Texture Filtering Josiah Manson Scott Schaefer Texas A&M University Texas A&M University (a) Input (b) Exact (c) 8 Texels (d) Trilinear Figure 1: We show a comparison of Lanczos´ 2 filter approximations showing (a) the 10242 input image, with downsampled images at a resolution of 892 calculated using (b) an exact Lanczos´ filter, (c) an eight texel approximation using our method, and (d) trilinear interpolation applied to a Lanczos´ filtered mipmap. Our approximation produces an image that is nearly the same as the exact filtered image while using the same number of texels as trilinear interpolation. Abstract theorem [Shannon 1949] implies that we must use a low-pass filter to remove high-frequency data from the image prior to sampling. We present a method to create high-quality sampling filters by com- There are a variety of low-pass filters, where each filter has its own bining a prescribed number of texels from several resolutions in a set of tradeoffs. Some filters remove aliasing at the cost of overblur- mipmap. Our technique provides fine control over the number of ring the image, while others blur less but allow more aliasing. Fil- texels we read per texture sample so that we can scale quality to ters that are effective at removing aliasing without overblurring sum match a memory bandwidth budget. Our method also has a fixed over a greater number of texels, which makes them expensive to cost regardless of the filter we approximate, which makes it fea- compute. As an extreme example, the sinc filter removes all high sible to approximate higher-order filters such as a Lanczos´ 2 filter frequencies and no low frequencies, but sums over an infinite num- in real-time rendering. -
Real-Time Rendering Techniques with Hardware Tessellation
Volume 34 (2015), Number x pp. 0–24 COMPUTER GRAPHICS forum Real-time Rendering Techniques with Hardware Tessellation M. Nießner1 and B. Keinert2 and M. Fisher1 and M. Stamminger2 and C. Loop3 and H. Schäfer2 1Stanford University 2University of Erlangen-Nuremberg 3Microsoft Research Abstract Graphics hardware has been progressively optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on-the-fly within the GPU’s rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well- established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly-detailed surfaces in real-time. 1. Introduction Hardware tessellation has attained widespread use in computer games for displaying highly-detailed, possibly an- Graphics hardware originated with the goal of efficiently imated, objects. In the animation industry, where displaced rendering geometric surfaces. GPUs achieve high perfor- subdivision surfaces are the typical modeling and rendering mance by using a pipeline where large components are per- primitive, hardware tessellation has also been identified as a formed independently and in parallel. -
Relief Texture Mapping
Advanced Texturing Environment Mapping Environment Mapping ° reflections Environment Mapping ° orientation ° Environment Map View point Environment Mapping ° ° ° Environment Map View point Environment Mapping ° Can be an “effect” ° Usually means: “fake reflection” ° Can be a “technique” (i.e., GPU feature) ° Then it means: “2D texture indexed by a 3D orientation” ° Usually the index vector is the reflection vector ° But can be anything else that’s suitable! ° Increased importance for modern GI Environment Mapping ° Uses texture coordinate generation, multi-texturing, new texture targets… ° Main task ° Map all 3D orientations to a 2D texture ° Independent of application to reflections Sphere Cube Dual paraboloid Top top Top Left Front Right Left Front Right Back left front right Bottom Bottom Back bottom Cube Mapping ° OpenGL texture targets Top Left Front Right Back Bottom glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X , 0, GL_RGB8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, face_px ); Cube Mapping ° Cube map accessed via vectors expressed as 3D texture coordinates (s, t, r) +t +s -r Cube Mapping ° 3D 2D projection done by hardware ° Highest magnitude component selects which cube face to use (e.g., -t) ° Divide other components by this, e.g.: s’ = s / -t r’ = r / -t ° (s’, r’) is in the range [-1, 1] ° remap to [0,1] and select a texel from selected face ° Still need to generate useful texture coordinates for reflections Cube Mapping ° Generate views of the environment ° One for each cube face ° 90° view frustum ° Use hardware render to texture -
9.Texture Mapping
OpenGL_PG.book Page 359 Thursday, October 23, 2003 3:23 PM Chapter 9 9.Texture Mapping Chapter Objectives After reading this chapter, you’ll be able to do the following: • Understand what texture mapping can add to your scene • Specify texture images in compressed and uncompressed formats • Control how a texture image is filtered as it’s applied to a fragment • Create and manage texture images in texture objects and, if available, control a high-performance working set of those texture objects • Specify how the color values in the image combine with those of the fragment to which it’s being applied • Supply texture coordinates to indicate how the texture image should be aligned with the objects in your scene • Generate texture coordinates automatically to produce effects such as contour maps and environment maps • Perform complex texture operations in a single pass with multitexturing (sequential texture units) • Use texture combiner functions to mathematically operate on texture, fragment, and constant color values • After texturing, process fragments with secondary colors • Perform transformations on texture coordinates using the texture matrix • Render shadowed objects, using depth textures 359 OpenGL_PG.book Page 360 Thursday, October 23, 2003 3:23 PM So far, every geometric primitive has been drawn as either a solid color or smoothly shaded between the colors at its vertices—that is, they’ve been drawn without texture mapping. If you want to draw a large brick wall without texture mapping, for example, each brick must be drawn as a separate polygon. Without texturing, a large flat wall—which is really a single rectangle—might require thousands of individual bricks, and even then the bricks may appear too smooth and regular to be realistic. -
Generating Real Time Reflections by Ray Tracing Approximate Geometry
Generating Real Time Reflections by Ray Tracing Approximate Geometry Master’s thesis in Interaction Design and Technologies JOHAN FREDRIKSSON, ADAM SCOTT Department of Interaction Design and Technologies CHALMERS UNIVERSITY OF TECHNOLOGY Gothenburg, Sweden 2016 Master’s thesis 2016:123 Generating Real Time Reflections by Ray Tracing Approximate Geometry JOHAN FREDRIKSSON, ADAM SCOTT Department of Computer Science Division of Interaction Design and Technologies Chalmers University of Technology Gothenburg, Sweden 2016 Generating Real Time Reflections by Ray Tracing Approximate Geometry JOHAN FREDRIKSSON, ADAM SCOTT © JOHAN FREDRIKSSON, ADAM SCOTT, 2016. Supervisor: Erik Sintorn, Computer Graphics Examiner: Staffan Björk, Interaction Design and Technologies Master’s Thesis 2016:123 Department of Computer Science Division of Interaction Design and Technologies Chalmers University of Technology SE-412 96 Gothenburg Cover: BVH encapsulating approximate geometry created in the Frostbite engine. Typeset in LATEX Gothenburg, Sweden 2016 iii Generating Real Time Reflections by Ray Tracing Approximated Geometry Johan Fredriksson, Adam Scott Department of Interaction Design and Technologies Chalmers University of Technology Abstract Rendering reflections in real time is important for realistic modern games. A com- mon way to provide reflections is by using environment mapping. This method is not an accurate way to calculate reflections and it consumes a lot of memory space. We propose a method of ray tracing approximate geometry in real time. By using approximate geometry it can be kept simple and the size of the bounding volume hierarchy will have a lower memory impact. The ray tracing is performed on the GPU and the bounding volumes are pre built on the CPU using surface area heuris- tics. -
Programming Guide: Revision 1.4 June 14, 1999 Ccopyright 1998 3Dfxo Interactive,N Inc
Voodoo3 High-Performance Graphics Engine for 3D Game Acceleration June 14, 1999 al Voodoo3ti HIGH-PERFORMANCEopy en GdRAPHICS E NGINEC FOR fi ot 3D GAME ACCELERATION on Programming Guide: Revision 1.4 June 14, 1999 CCopyright 1998 3Dfxo Interactive,N Inc. All Rights Reserved D 3Dfx Interactive, Inc. 4435 Fortran Drive San Jose CA 95134 Phone: (408) 935-4400 Fax: (408) 935-4424 Copyright 1998 3Dfx Interactive, Inc. Revision 1.4 Proprietary and Preliminary 1 June 14, 1999 Confidential Voodoo3 High-Performance Graphics Engine for 3D Game Acceleration Notice: 3Dfx Interactive, Inc. has made best efforts to ensure that the information contained in this document is accurate and reliable. The information is subject to change without notice. No responsibility is assumed by 3Dfx Interactive, Inc. for the use of this information, nor for infringements of patents or the rights of third parties. This document is the property of 3Dfx Interactive, Inc. and implies no license under patents, copyrights, or trade secrets. Trademarks: All trademarks are the property of their respective owners. Copyright Notice: No part of this publication may be copied, reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photographic, or otherwise, or used as the basis for manufacture or sale of any items without the prior written consent of 3Dfx Interactive, Inc. If this document is downloaded from the 3Dfx Interactive, Inc. world wide web site, the user may view or print it, but may not transmit copies to any other party and may not post it on any other site or location. -
Antialiasing
Antialiasing CSE 781 Han-Wei Shen What is alias? Alias - A false signal in telecommunication links from beats between signal frequency and sampling frequency (from dictionary.com) Not just telecommunication, alias is everywhere in computer graphics because rendering is essentially a sampling process Examples: Jagged edges False texture patterns Alias caused by under-sampling 1D signal sampling example Actual signal Sampled signal Alias caused by under-sampling 2D texture display example Minor aliasing worse aliasing How often is enough? What is the right sampling frequency? Sampling theorem (or Nyquist limit) - the sampling frequency has to be at least twice the maximum frequency of the signal to be sampled Need two samples in this cycle Reconstruction After the (ideal) sampling is done, we need to reconstruct back the original continuous signal The reconstruction is done by reconstruction filter Reconstruction Filters Common reconstruction filters: Box filter Tent filter Sinc filter = sin(πx)/πx Anti-aliased texture mapping Two problems to address – Magnification Minification Re-sampling Minification and Magnification – resample the signal to a different resolution Minification Magnification (note the minification is done badly here) Magnification Simpler to handle, just resample the reconstructed signal Reconstructed signal Resample the reconstructed signal Magnification Common methods: nearest neighbor (box filter) or linear interpolation (tent filter) Nearest neighbor bilinear interpolation Minification Harder to handle The signal’s frequency is too high to avoid aliasing A possible solution: Increase the low pass filter width of the ideal sinc filter – this effectively blur the image Blur the image first (using any method), and then sample it Minification Several texels cover one pixel (under sampling happens) Solution: Either increase sampling rate or reduce the texture Frequency one pixel We will discuss: Under sample artifact 1. -
Power Optimizations for Graphics Processors
POWER OPTIMIZATIONS FOR GRAPHICS PROCESSORS B.V.N.SILPA DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING INDIAN INSTITUTE OF TECHNOLOGY DELHI March 2011 POWER OPTIMAZTIONS FOR GRAPHICS PROCESSORS by B.V.N.SILPA Department of Computer Science and Engineering Submitted in fulfillment of the requirements of the degree of Doctor of Philosophy to the Indian Institute of Technology Delhi March 2011 Certificate This is to certify that the thesis titled Power optimizations for graphics pro- cessors being submitted by B V N Silpa for the award of Doctor of Philosophy in Computer Science & Engg. is a record of bona fide work carried out by her under my guidance and supervision at the Deptartment of Computer Science & Engineer- ing, Indian Institute of Technology Delhi. The work presented in this thesis has not been submitted elsewhere, either in part or full, for the award of any other degree or diploma. Preeti Ranjan Panda Professor Dept. of Computer Science & Engg. Indian Institute of Technology Delhi Acknowledgment It is with immense gratitude that I acknowledge the support and help of my Professor Preeti Ranjan Panda in guiding me through this thesis. I would like to thank Professors M. Balakrishnan, Anshul Kumar, G.S. Visweswaran and Kolin Paul for their valuable feedback, suggestions and help in all respects. I am indebted to my dear friend G Kr- ishnaiah for being my constant support and an impartial critique. I would like to thank Neeraj Goel, Anant Vishnoi and Aryabartta Sahu for their technical and moral support. I would also like to thank the staff of Philips, FPGA, Intel laboratories and IIT Delhi for their help. -
Texture Filtering Jim Van Verth Some Definitions
Texture Filtering Jim Van Verth Some definitions Pixel: picture element. On screen. Texel: texture element. In image (AKA texture). Suppose we have a texture (represented here in blue). We can draw the mapping from a pixel to this space, and represent it as a red square. If our scale from pixel space to texel space is 1:1, with no translation, we just cover one texel, so rendering is easy. If we translate, the pixel can cover more than one texel, with different areas. If we rotate, then the pixel can cover even more texels, with odd shaped areas. And with scaling up the texture (which scales down the pixel area in texture space)... ...or scaling down the texture (which scales up the pixel area in texture space), we also get different types of coverage. So what are we trying to do? We often think of a texture like this -- blocks of “color” (we’ll just assume the texture is grayscale in these diagrams to keep it simple). But really, those blocks represent a sample at the texel center. So what we really have is this. Those samples are snapshots of some function, at a uniform distance apart. We don’t really know what the function is, but assuming it’s fairly smooth it could look something like this. So our goal is to reconstruct this function from the samples, so we can compute in-between values. We can draw our pixel (in 1D form) on this graph. Here the red lines represent the boundary of the pixel in texture space. -
Brno University of Technology Rendering Of
BRNO UNIVERSITY OF TECHNOLOGY VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ FACULTY OF INFORMATION TECHNOLOGY FAKULTA INFORMAČNÍCH TECHNOLOGIÍ DEPARTMENT OF COMPUTER GRAPHICS AND MULTIMEDIA ÚSTAV POČÍTAČOVÉ GRAFIKY A MULTIMÉDIÍ RENDERING OF NONPLANAR MIRRORS ZOBRAZOVÁNÍ POKŘIVENÝCH ZRCADEL MASTER’S THESIS DIPLOMOVÁ PRÁCE AUTHOR Bc. MILOSLAV ČÍŽ AUTOR PRÁCE SUPERVISOR Ing. TOMÁŠ MILET VEDOUCÍ PRÁCE BRNO 2017 Abstract This work deals with the problem of accurately rendering mirror reflections on curved surfaces in real-time. While planar mirrors do not pose a problem in this area, non-planar surfaces are nowadays rendered mostly using environment mapping, which is a method of approximating the reflections well enough for the human eye. However, this approach may not be suitable for applications such as CAD systems. Accurate mirror reflections can be rendered with ray tracing methods, but not in real-time and therefore without offering interactivity. This work examines existing approaches to the problem and proposes a new algorithm for computing accurate mirror reflections in real-time using accelerated searching for intersections with depth profile stored in cubemap textures. This algorithm has been implemented using OpenGL and tested on different platforms. Abstrakt Tato práce se zabývá problémem přesného zobrazování zrcadlových odrazů na zakřiveném povrchu v reálném čase. Zatímco planární zrcadla nepředstavují v tomto ohledu problém, zakřivené povrchy se v dnešní době zobrazují především metodou environment mapping, která aproximuje reálné odrazy a nabízí výsledky uspokojivé pro lidské oko. Tento přístup však nemusí být vhodný např. v oblasti CAD systémů. Přesných zrcadlových odrazů se dá dosáhnout pomocí metod sledování paprsku, avšak ne v reálném čase a tudíž bez možnosti interaktivity. -
Texture Mapping Opengl Has a Pixel Pipeline Along with the Geometry Pipeline (From Processor Memory to Frame Buffer)
Pixel pipeline Texture Mapping OpenGL has a pixel pipeline along with the geometry pipeline (from processor memory to frame buffer) Tom Shermer Richard (Hao) Zhang There is a whole set of OpenGL functions on pixel Introduction to Computer Graphics manipulation, see OpenGL reference cards CMPT 361 – Lecture 18 Many functions for texture mapping and manipulation 1 2 Texture mapping Texture mapping in OpenGL How to map an image (texture) onto a surface In older versions, 1D and 2D texture mapping Now 3D/solid textures are supported in OpenGL Basic steps of texture mapping, see Chapter 7 in text 1. Generate a texture image and place it in texture memory on the GPU, e.g., glGenTextures(), glBindTexture(), etc. 2. Assign texture coordinates (references to texture image) to Image-related (2D) but also incorporating 3D data each fragment (pixel) in-between, texture mapping between Textures are assigned by texture coordinates image to surface (then fragments) associated with points on a surface 3. Apply texture to each fragment 3 4 1 Why texture mapping? Effect of texture mapping Real-world objects often have complex surface details even of a stochastic nature, e.g., the surface of an orange, patterns on a wood table, etc. Using many small polygons and smooth shading them to capture the details is too expensive A “cheat” : use an image (it is easy to take a photo and digitize it) to capture the details and patterns and paint it onto simple surfaces 5 6 Effect of texture mapping Textures Textures are patterns e.g., stripes, checkerboard, -
Voodoo Graphics Specification
SST-1(a.k.a. Voodoo Graphics™) HIGH PERFORMANCE GRAPHICS ENGINE FOR 3D GAME ACCELERATION Revision 1.61 December 1, 1999 Copyright ã 1995 3Dfx Interactive, Inc. All Rights Reserved 3dfx Interactive, Inc. 4435 Fortran Drive San Jose, CA 95134 Phone: (408) 935-4400 Fax: (408) 262-8602 www.3dfx.com Proprietary Information SST-1 Graphics Engine for 3D Game Acceleration Copyright Notice: [English translations from legalese in brackets] ©1996-1999, 3Dfx Interactive, Inc. All rights reserved This document may be reproduced in written, electronic or any other form of expression only in its entirety. [If you want to give someone a copy, you are hereby bound to give him or her a complete copy.] This document may not be reproduced in any manner whatsoever for profit. [If you want to copy this document, you must not charge for the copies other than a modest amount sufficient to cover the cost of the copy.] No Warranty THESE SPECIFICATIONS ARE PROVIDED BY 3DFX "AS IS" WITHOUT ANY REPRESENTATION OR WARRANTY, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD-PARTY INTELLECTUAL PROPERTY RIGHTS, OR ARISING FROM THE COURSE OF DEALING BETWEEN THE PARTIES OR USAGE OF TRADE. IN NO EVENT SHALL 3DFX BE LIABLE FOR ANY DAMAGES WHATSOEVER INCLUDING, WITHOUT LIMITATION, DIRECT OR INDIRECT DAMAGES, DAMAGES FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, OR LOSS OF INFORMATION) ARISING OUT OF THE USE OF OR INABILITY TO USE THE SPECIFICATIONS, EVEN IF 3DFX HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. [You're getting it for free.