Simple Texture Mapping and Simple RayTracing Texture Map
- Slides: 22
Simple Texture Mapping and Simple Ray-Tracing
Texture Map • Each pixel in a texture map is called a Texel • Each Texel is associated with a (s, t) 2 D texture coordinate • The range of s, t is [0. 0, 1. 0] due to normalization
Simple Mapping Texture Coordinates Projection Coordinates
Simple Mapping Texture Coordinates Projection Coordinates
Simple Mapping
Basic File Structure • Add texture coordinates v 1 x 1 y 1 z 1 u 1 v 2 x 2 y 2 z 2 u 2 v 3 x 3 y 3 z 3 u 3 v 4 x 4 y 4 z 4 u 4 v 4 f 1 1 3 2 f 1 1 4 3 f 1 1 2 4 f 1 2 3 4
Texture Filtering Get an interpolated value from near four neighbors
Bilinear Interpolation
Perspective Correction Linear Interpolation of Texture Coordinate Corrected Interpolation
Perspective Correction Let’s assume that the viewport is located 1 unit away from the projection center
Perspective Correction Compare linear interpolation in screen space
Perspective Correction
Perspective Correction • We can interpolate arbitrary parameters of a surface on the screen coordinates in the linear fashion – Use s instead t ! – (ex) Gouraud shading, Phong normal. . etc
Perspective Correction • Further reading – http: //www. whisqu. se/per/docs/graphics 16. htm – http: //p 205. ezboard. com/fyabasicprogrammingfrm 20. show. Me ssage? topic. ID=20. topic • (Perspective correction with Z-buffering) – http: //easyweb. easynet. co. uk/~mrmeanie/tmap. htm
Ray Tracing Concept eye view plane Binary Tree
Ray Tracing Procedure For each ray r from eye to pixel, color the pixel the value returned by the function: ray_cast(r) { s nearest_intersected_surface(r); p point_of_intersection(r, s); u reflect(r, s, p); v refract(r, s, p); c phong(p, s, r) + s. kreflect ray_cast(u) + s. krefract ray_cast(v); return(c); }
Ray Tracing Procedure • s nearest_intersected_surface(r); – Use geometric searching to find the nearest surface s intersected by the ray r • p point_of_intersection(r, s); – Compute p, the point of intersection of ray r with surface s • u reflect(r, s, p); v refract(r, s, p); – Compute the reflected ray u and the refracted ray v using Snell’s Laws
Ray Tracing Procedure • phong(p, s, r) – Evaluate the Phong reflection model for the ray r at point p on surface s, taking shadowing into account • s. kreflect ray_cast(u) – Multiply the contribution from the reflected ray u by the specular-reflection coefficient kreflect for surface s • s. krefract ray_cast(v) – Multiply the contribution from the refracted ray v by the specular-refraction coefficient krefract for surface s
Reflection and Refraction • Reflected and refracted rays are computed using Snell’s Law reflected ray surface normal incident ray surface refracted ray
Shadowing • If any object intersects the shadow ray between the surface and the point light source, the surface is in shadow w. r. t. that light source blocked ! u L N r
Surface Intersection • Ray equation ath p y ra
Surface Intersection • For sphere, If the discriminant is negative, the ray does not intersect the sphere. Otherwise, intersection coordinates are obtained using smaller s.
- An improved illumination model for shaded display
- Hemicube
- It refers to the surface quality or feel of an object
- What is polynomial texture mapping (ptm)?
- Matlab texture mapping
- Texture mapping algorithm
- Types of texture maps
- 2d texture mapping
- Summed-area tables for texture mapping
- Jeff chastine
- Texture mapping progressive meshes
- The associative mapping is costlier than direct mapping.
- Forward mapping vs backward mapping
- Terjemahan
- Map mapping gratuit
- Present simple, past simple, future simple
- Definition of map symbols
- Two different contour lines cannot cross because
- Ways to classify vegetables
- Australian standards for texture modified foods and fluids
- What elements of design are stiff, rough, shiny and smooth?
- Consistency texture
- Image quilting for texture synthesis and transfer