Directx 11 First 3D Objects Cartesian Coordinate in the Real World, Objects Exist in 3D Space
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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. -
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. -
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. -
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. -
Digital Photo Editing
Digital Photo Editing Digital Photo Editing There are two main catagories of photo editing software. 1. Photo Organizers - Programs that help you find your pictures. May also do some editing, and create web pages and collages. Examples: Picasa, XNView, ACDsee, Adobe Photoshop Elements 2. Photo Editors - Work on one picture file at a time. Usually more powerful editing features. Examples: Adobe Photoshop, Gimp, Paint.Net, Corel Paint Shop Photo Organizers Organizers tend to have a similar look and functionality to each other. Thumb nail views, a directory tree of your files and folders, and a slightly larger preview of the picture currently selected. A selection of the most used editing tools, and batch editing for making minor corrections to multiple pictures at once. The ability to create slide shows, contact sheets, and web pages are also features you can expect to see. XNView Picasa ACDsee Some of the editing features included in Photo Organizer software are: Red Eye Reduction, Rotate, Resize, Contrast, Color Saturation, Sharpen Focus and more. Many of these can be done in batch mode to as many pictures as you select. Picasa has added Picnik to it's tool set allowing you to upload your photo to the Picnik website for added editing features. Here is an example of Redeye removal in Picasa. Crop, Straighten, and Fill Light are often needed basic fixes. Saving and converting your picture file. In Xnview you can import about 400 file formats and export in about 50. For the complete list goto http://www.xnview. com/en/formats.html . Here is a list of some of the key file formats your likely to use and / or come across often. -
Forcepoint DLP Supported File Formats and Size Limits
Forcepoint DLP Supported File Formats and Size Limits Supported File Formats and Size Limits | Forcepoint DLP | v8.8.1 This article provides a list of the file formats that can be analyzed by Forcepoint DLP, file formats from which content and meta data can be extracted, and the file size limits for network, endpoint, and discovery functions. See: ● Supported File Formats ● File Size Limits © 2021 Forcepoint LLC Supported File Formats Supported File Formats and Size Limits | Forcepoint DLP | v8.8.1 The following tables lists the file formats supported by Forcepoint DLP. File formats are in alphabetical order by format group. ● Archive For mats, page 3 ● Backup Formats, page 7 ● Business Intelligence (BI) and Analysis Formats, page 8 ● Computer-Aided Design Formats, page 9 ● Cryptography Formats, page 12 ● Database Formats, page 14 ● Desktop publishing formats, page 16 ● eBook/Audio book formats, page 17 ● Executable formats, page 18 ● Font formats, page 20 ● Graphics formats - general, page 21 ● Graphics formats - vector graphics, page 26 ● Library formats, page 29 ● Log formats, page 30 ● Mail formats, page 31 ● Multimedia formats, page 32 ● Object formats, page 37 ● Presentation formats, page 38 ● Project management formats, page 40 ● Spreadsheet formats, page 41 ● Text and markup formats, page 43 ● Word processing formats, page 45 ● Miscellaneous formats, page 53 Supported file formats are added and updated frequently. Key to support tables Symbol Description Y The format is supported N The format is not supported P Partial metadata -
Download App Png Png Viewer
download app png Png viewer. Best viewer for psd design or png web template presentation tool because it has the slideshow feature. PSD Viewer. PSD file extension represent image file types that are created with the most commonly used professional image editing program, Adobe Photoshop. Similar choice. › Png to ico converter software.exe › Png to dds convert › Png to icon converter .exe › Png ico converter .exe › Png image to icon converter .exe › Png creator free download. Programs for query ″png viewer″ CDR Viewer. CDR Viewer is free for use software tool. This viewer can be used to open/display CorelDRAW image files and gives you and options to convert . jpg, .gif, . png , .tiff and . Except viewing and converting . , CDR Viewer supports resizing . Free Photoshop PSD Image Viewer. A free Photoshop® PSD image viewer, you can open, view PSD image and save PSD into BMP, JPEG, GIF or PNG. ® PSD image viewer , you can . open, view PSD image . , GIF or PNG . DDS Viewer. DDS Viewer is a free for use software tool. DDS Viewer can be used to open Microsoft DirectDraw Surface files . tool. DDS Viewer can be . .jpg, .gif, . png and others . ), Bitmap(.bmp), PNG (. png ), GIF(.gif . AI Viewer. Ai file type is associated as “Illustrator” by Adobe Systems Inc. PDF. Ai viewer is free . , Bitmap, GIF, PNG and other . formats, AI viewer supports resizing . ViewCompanion Pro. ViewCompanion Pro can be used to view, print, and convert Adobe PDF, Autodesk DWF, PLT, CGM, TIFF, CALS, PNG, HPGL/2, and many other formats. used to view , print, and . , TIFF, CALS, PNG , HPGL/2, and . -
A New Way for Mapping Texture Onto 3D Face Model
A NEW WAY FOR MAPPING TEXTURE ONTO 3D FACE MODEL Thesis Submitted to The School of Engineering of the UNIVERSITY OF DAYTON In Partial Fulfillment of the Requirements for The Degree of Master of Science in Electrical Engineering By Changsheng Xiang UNIVERSITY OF DAYTON Dayton, Ohio December, 2015 A NEW WAY FOR MAPPING TEXTURE ONTO 3D FACE MODEL Name: Xiang, Changsheng APPROVED BY: John S. Loomis, Ph.D. Russell Hardie, Ph.D. Advisor Committee Chairman Committee Member Professor, Department of Electrical Professor, Department of Electrical and Computer Engineering and Computer Engineering Raul´ Ordo´nez,˜ Ph.D. Committee Member Professor, Department of Electrical and Computer Engineering John G. Weber, Ph.D. Eddy M. Rojas, Ph.D., M.A.,P.E. Associate Dean Dean, School of Engineering School of Engineering ii c Copyright by Changsheng Xiang All rights reserved 2015 ABSTRACT A NEW WAY FOR MAPPING TEXTURE ONTO 3D FACE MODEL Name: Xiang, Changsheng University of Dayton Advisor: Dr. John S. Loomis Adding texture to an object is extremely important for the enhancement of the 3D model’s visual realism. This thesis presents a new method for mapping texture onto a 3D face model. The complete architecture of the new method is described. In this thesis, there are two main parts, one is 3D mesh modifying and the other is image processing. In 3D mesh modifying part, we use one face obj file as the 3D mesh file. Based on the coordinates and indices of that file, a 3D face wireframe can be displayed on screen by using OpenGL API. The most common method for mapping texture onto 3D mesh is to do mesh parametrization. -
High-Quality Texture Acquisition for Real-Time RGB-D Scanning
TextureFusion: High-Quality Texture Acquisition for Real-Time RGB-D Scanning Joo Ho Lee∗1 Hyunho Ha1 Yue Dong2 Xin Tong2 Min H. Kim1 1KAIST 2Microsoft Research Asia Abstract Real-time RGB-D scanning technique has become widely used to progressively scan objects with a hand-held sensor. Existing online methods restore color information per voxel, and thus their quality is often limited by the trade- off between spatial resolution and time performance. Also, such methods often suffer from blurred artifacts in the cap- tured texture. Traditional offline texture mapping methods (a) Voxel representation (b) Texture representation with non-rigid warping assume that the reconstructed ge- without optimization ometry and all input views are obtained in advance, and the optimization takes a long time to compute mesh param- eterization and warp parameters, which prevents them from being used in real-time applications. In this work, we pro- pose a progressive texture-fusion method specially designed for real-time RGB-D scanning. To this end, we first de- vise a novel texture-tile voxel grid, where texture tiles are embedded in the voxel grid of the signed distance func- tion, allowing for high-resolution texture mapping on the low-resolution geometry volume. Instead of using expensive mesh parameterization, we associate vertices of implicit ge- (c) Global optimization only (d) Spatially-varying ometry directly with texture coordinates. Second, we in- perspective optimization troduce real-time texture warping that applies a spatially- Figure 1: We compare per-voxel color representation (a) varying perspective mapping to input images so that texture with conventional texture representation without optimiza- warping efficiently mitigates the mismatch between the in- tion (b). -
IDOL Connector Framework Server 12.0 Administration Guide
Connector Framework Server Software Version 12.0 Administration Guide Document Release Date: June 2018 Software Release Date: June 2018 Administration Guide Legal notices Copyright notice © Copyright 2018 Micro Focus or one of its affiliates. The only warranties for products and services of Micro Focus and its affiliates and licensors (“Micro Focus”) are set forth in the express warranty statements accompanying such products and services. Nothing herein should be construed as constituting an additional warranty. Micro Focus shall not be liable for technical or editorial errors or omissions contained herein. The information contained herein is subject to change without notice. Trademark notices Adobe™ is a trademark of Adobe Systems Incorporated. Microsoft® and Windows® are U.S. registered trademarks of Microsoft Corporation. UNIX® is a registered trademark of The Open Group. Documentation updates The title page of this document contains the following identifying information: l Software Version number, which indicates the software version. l Document Release Date, which changes each time the document is updated. l Software Release Date, which indicates the release date of this version of the software. To verify you are using the most recent edition of a document, go to https://softwaresupport.softwaregrp.com/group/softwaresupport/search-result?doctype=online help. You will also receive new or updated editions of documentation if you subscribe to the appropriate product support service. Contact your Micro Focus sales representative for details. To check for new versions of software, go to https://www.hpe.com/software/entitlements. To check for recent software patches, go to https://softwaresupport.softwaregrp.com/patches. The sites listed in this section require you to sign in with a Software Passport.