Texture Mapping Drawing Pictures on Polygons Texture Mapping

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Texture Mapping Drawing Pictures on Polygons

Texture Mapping Drawing Pictures on Polygons

Texture Mapping

Texture Mapping

Texture Mapping

Texture Mapping

Texture Coordinates (0, 1) (1, 1) (0, 0) (1, 0)

Texture Coordinates (0, 1) (1, 1) (0, 0) (1, 0)

How Do We Use Textures? 1. Specify a texture from the input image. 2.

How Do We Use Textures? 1. Specify a texture from the input image. 2. Indicate how the texture is to be applied to each pixel. 3. Enable texture mapping. 4. Draw the scene, supplying both texture and geometric coordinates.

Sample code - setup • • • • • void myinit(void) { gl. Clear.

Sample code - setup • • • • • void myinit(void) { gl. Clear. Color (0. 0, 0. 0); gl. Enable(GL_DEPTH_TEST); gl. Depth. Func(GL_LEQUAL); make. Check. Image(); gl. Pixel. Storei(GL_UNPACK_ALIGNMENT, 1); gl. Tex. Image 2 D(GL_TEXTURE_2 D, 0, 3, check. Image. Width, check. Image. Height, 0, GL_RGB, GL_UNSIGNED_BYTE, &check. Image[0][0][0]); gl. Tex. Parameterf(GL_TEXTURE_2 D, GL_TEXTURE_WRAP_S, GL_CLAMP); gl. Tex. Parameterf(GL_TEXTURE_2 D, GL_TEXTURE_WRAP_T, GL_CLAMP); gl. Tex. Parameterf(GL_TEXTURE_2 D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl. Tex. Parameterf(GL_TEXTURE_2 D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl. Tex. Envf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); gl. Enable(GL_TEXTURE_2 D); gl. Shade. Model(GL_FLAT); }

Sample code - rendering • • • • void display(void) { gl. Clear(GL_COLOR_BUFFER_BIT |

Sample code - rendering • • • • void display(void) { gl. Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gl. Begin(GL_QUADS); gl. Tex. Coord 2 f(0. 0, 0. 0); gl. Vertex 3 f(-2. 0, -1. 0, 0. 0); gl. Tex. Coord 2 f(0. 0, 1. 0); gl. Vertex 3 f(-2. 0, 1. 0, 0. 0); gl. Tex. Coord 2 f(1. 0, 1. 0); gl. Vertex 3 f(0. 0, 1. 0, 0. 0); gl. Tex. Coord 2 f(1. 0, 0. 0); gl. Vertex 3 f(0. 0, -1. 0, 0. 0); gl. Tex. Coord 2 f(0. 0, 0. 0); gl. Vertex 3 f(1. 0, -1. 0, 0. 0); gl. Tex. Coord 2 f(0. 0, 1. 0); gl. Vertex 3 f(1. 0, 0. 0); gl. Tex. Coord 2 f(1. 0, 1. 0); gl. Vertex 3 f(2. 41421, 1. 0, -1. 41421); gl. Tex. Coord 2 f(1. 0, 0. 0); gl. Vertex 3 f(2. 41421, -1. 0, -1. 41421); gl. End(); gl. Flush(); }

Specifying a Texture

Specifying a Texture

Specifying a Texture void gl. Tex. Image 2 D( GLenum GLint GLsizei GLint GLenum

Specifying a Texture void gl. Tex. Image 2 D( GLenum GLint GLsizei GLint GLenum const GLvoid target, level, internal. Format, width, height, border, format, type, *pixels);

Specifying a Texture width and height specify the size of the texture. border indicates

Specifying a Texture width and height specify the size of the texture. border indicates the width of the border which can be either 0 or 1 (to be explained soon). The dimensions of the texture MUST be: width = 2 n + 2 b ( where b is the ) height = 2 m + 2 b ( border width ).

Border

Border

Multiple level of Detail • Mipmaps (SIGGRAPH 83) – many things in 1/2 a

Multiple level of Detail • Mipmaps (SIGGRAPH 83) – many things in 1/2 a small place 1/2

Specifying a Texture level specifies the mipmapping level of the current texture. 0 -

Specifying a Texture level specifies the mipmapping level of the current texture. 0 - is the base level (highest resolution). n - is the nth level of resolution. When using mipmaps ALL levels from the highest resolution to a 1 x 1 map MUST be defined

Construct Mipmaps

Construct Mipmaps

Construct Mipmaps • Automatically construct a series of mipmaps and calls gl. Tex. Image*D()

Construct Mipmaps • Automatically construct a series of mipmaps and calls gl. Tex. Image*D() to load images • Not need powers of 2 about image dimensions

Filtering

Filtering

Filtering • Why? Texture Polygon Magnification Texture Polygon Minification

Filtering • Why? Texture Polygon Magnification Texture Polygon Minification

Filtering

Filtering

Filtering Mipmaps level

Filtering Mipmaps level

EWA • Elliptically weighted average filtering • The screen space partial derivatives of the

EWA • Elliptically weighted average filtering • The screen space partial derivatives of the texture coordinates define the axes of the ellipse(X, Y axes project to texture space) X Y

EWA Level = n. Levels – 1 + Log 2(minor. Length)

EWA Level = n. Levels – 1 + Log 2(minor. Length)

Mipmaps trilinear EWA

Mipmaps trilinear EWA

Wrapping Mode • Example: – gl. Tex. Parameteri( GL_TEXTURE_2 D, GL_TEXTURE_WRAP_S, GL_CLAMP ) –

Wrapping Mode • Example: – gl. Tex. Parameteri( GL_TEXTURE_2 D, GL_TEXTURE_WRAP_S, GL_CLAMP ) – gl. Tex. Parameteri( GL_TEXTURE_2 D, GL_TEXTURE_WRAP_T, GL_REPEAT ) t s texture GL_REPEAT wrapping GL_CLAMP wrapping

Texture Functions • • You can specify how the texture-map colors are used to

Texture Functions • • You can specify how the texture-map colors are used to modify the pixel colors – gl. Tex. Envi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode); – mode values: • GL_REPLACE: replace pixel color with texture color • GL_DECAL: replace pixel color with texture color for GL_RGB texture • GL_BLEND: C = Cf(1 -Ct) + Cc. Ct, – Cf is the pixel color, Ct is the texture color, and Cc is some constant color • GL_MODULATE: C = Cf. Ct • More on Open. GL programming guide Example: Texture is applied after lighting, so how do you adjust the texture’s brightness? – Make the polygon white and light it normally – Use gl. Tex. Envi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) – Then, texture color is multiplied by surface (fragment) color and appears lighted

Texture coordinates • We’ll discuss map shapes first. For a map shape that’s planar,

Texture coordinates • We’ll discuss map shapes first. For a map shape that’s planar, we take an (x, y, z) value from the object and throw away (project) one of the components, which leaves us with a two-dimensional (planar) coordinate. We use the planar coordinate to look up the color in the texture map.

 • A second shape used in texture mapping is a cylinder. An (x,

• A second shape used in texture mapping is a cylinder. An (x, y, z) value is converted to cylindrical coordinates of (r, theta, height). For texture mapping, we are only interested in theta and the height. To find the color in two-dimensional texture map, theta is converted into an s-coordinate and height is converted into a t-coordinate. This wraps the twodimensional texture map around the object. y s, t height

Spherical Mapping • Sphere with r=1

Spherical Mapping • Sphere with r=1

Mesh Parameterization Piponi and Borshukov, SIGGRAPH

Mesh Parameterization Piponi and Borshukov, SIGGRAPH

Assign a parameter value Greiner and Hormann

Assign a parameter value Greiner and Hormann

Good parameterization? • Preserve geometry length, angle, area, . . . – Isometric parameterization

Good parameterization? • Preserve geometry length, angle, area, . . . – Isometric parameterization • Keep the distortion as small as possible 3 D 2 D Greiner and Hormann

Applications • Texture mapping

Applications • Texture mapping

Applications • Remesh 3 D mesh 2 D parameter space Resample from the 2

Applications • Remesh 3 D mesh 2 D parameter space Resample from the 2 D parameter space Greiner and Hormann

Applications • Morphing Schreiner et al.

Applications • Morphing Schreiner et al.

Parameterization Greiner and Hormann

Parameterization Greiner and Hormann

Parameterization - projection method • The mesh vertices are projected to the intermediate surface

Parameterization - projection method • The mesh vertices are projected to the intermediate surface to get the texture coordinates Greiner and Hormann, Lévy

Parameterization - linear energy method Greiner and Hormann

Parameterization - linear energy method Greiner and Hormann

Parameterization - linear method Greiner and Hormann

Parameterization - linear method Greiner and Hormann

Parameterization – texture stretch metric method • length-preserving (isometric) • angle-preserving (conformal) • area-preserving

Parameterization – texture stretch metric method • length-preserving (isometric) • angle-preserving (conformal) • area-preserving linear map 2 D texture domain γ=Γ=1 γ=Γ γΓ=1 surface in 3 D singular values: γ , Γ g G Sander et al.

Parameterization - unfold triangle method • Start from a seed triangle Sorkine et al.

Parameterization - unfold triangle method • Start from a seed triangle Sorkine et al.

Parameterization – virtual points …… …… Virtual Boundary ……

Parameterization – virtual points …… …… Virtual Boundary ……

Parameterization – virtual points

Parameterization – virtual points

Parameterization Positional constraints method 1 Lévy

Parameterization Positional constraints method 1 Lévy

Parameterization Positional constraints method 2 Kraevoy et al.

Parameterization Positional constraints method 2 Kraevoy et al.

Parameterization – Positional constraints method 3

Parameterization – Positional constraints method 3

Parameterization – Positional constraints method 3 • Feature warping by using edge swap properly

Parameterization – Positional constraints method 3 • Feature warping by using edge swap properly

Parameterization –Linear method implementation using iteration • First, place all boundary vertices on a

Parameterization –Linear method implementation using iteration • First, place all boundary vertices on a convex 2 D polygon, ex. on the circle • Place the inner vertices on the center (0, 0) Y X 3 D polygon 2 D plane

Parameterization –Linear method implementation using iteration

Parameterization –Linear method implementation using iteration

 • Parameterization –Linear method implementation using iteration Compute the inner vertices by following

• Parameterization –Linear method implementation using iteration Compute the inner vertices by following equations iteratively until convergence Y X 3 D polygon 2 D plane

Parameterization –Linear method implementation using iteration 3 D polygon 1 st iteration initial state

Parameterization –Linear method implementation using iteration 3 D polygon 1 st iteration initial state 2 nd iteration

Parameterization –Linear method implementation using iteration • W. T. Tutte [1960] – barycentric map

Parameterization –Linear method implementation using iteration • W. T. Tutte [1960] – barycentric map • M. Eck et al. [1995] – harmonic map • M. S. Floater [2003] – mean value coordinates

Y Parameterization –Linear method implementation X using linear solution AX=B, X=A-1 B

Y Parameterization –Linear method implementation X using linear solution AX=B, X=A-1 B

Linear System Library – Eigen • AX=B, the matrix A is a sparse matrix,

Linear System Library – Eigen • AX=B, the matrix A is a sparse matrix, so we can use the conjugate gradient stabilized solver • Eigen LIBRARY, Eigen: : Bi. CGSTAB • https: //eigen. tuxfamily. org/dox/class. Eigen_ 1_1 Bi. CGSTAB. html

Linear System Library – Eigen • • • int n = 10000; Vector. Xd

Linear System Library – Eigen • • • int n = 10000; Vector. Xd x(n), b(n); Sparse. Matrix<double> A(n, n); /*. . . fill A and b. . . */ Bi. CGSTAB<Sparse. Matrix<double> > solver; solver. compute(A); x = solver. solve(b); std: : cout << "#iterations: " << solver. iterations() << std: : endl; std: : cout << "estimated error: " << solver. error() << std: : endl; /*. . . update b. . . */ x = solver. solve(b); // solve again

Linear System Library – Eigen • Filling a sparse matrix typedef Eigen: : Triplet<double>

Linear System Library – Eigen • Filling a sparse matrix typedef Eigen: : Triplet<double> T; std: : vector<T> triplet. List; triplet. List. reserve(estimation_of_entries); for(. . . ) { //. . . triplet. List. push_back(T(i, j, v_ij)); } Sparse. Matrix. Type mat(rows, cols); mat. set. From. Triplets(triplet. List. begin(), triplet. List. end()); • Triplet<double> is a small structure to hold a non zero matrix element (i, j, value) • https: //eigen. tuxfamily. org/dox/group__Tut orial. Sparse. html

Parameterization-texture stretch metric [Texture Mapping Progressive Meshes, SIGGRAPH] length-preserving (isometric) angle-preserving (conformal) area-preserving linear

Parameterization-texture stretch metric [Texture Mapping Progressive Meshes, SIGGRAPH] length-preserving (isometric) angle-preserving (conformal) area-preserving linear map 2 D texture domain γ=Γ=1 γ=Γ γΓ=1 surface in 3 D singular values: γ , Γ g G Sander et al.

Parameterization Texture stretch implementation g 2 D texture domain G surface in 3 D

Parameterization Texture stretch implementation g 2 D texture domain G surface in 3 D

Parameterization Texture stretch implementation L 2(T) is the texture stretch metric (distortion of parameterization)

Parameterization Texture stretch implementation L 2(T) is the texture stretch metric (distortion of parameterization)

Parameterization Texture stretch implementation • For each vertex v, randomly select a direction D,

Parameterization Texture stretch implementation • For each vertex v, randomly select a direction D, move v along D within 1 -ring • If distortion(v) is large than the last iteration, restore v • Repeat this process until convergence