Texturing
April 6, 2017 ❖ Lecture 15
Outline
Projecting in non-standard directions
courtesy of R. Wolfe
Projecting in non-standard directions
courtesy of R. Wolfe
Different ray directions for a spherical projector
Environment/Reflection Mapping
from Angel
Environment mapping: Details
courtesy of R. Wolfe
Making environment textures: Cube
Making environment textures: Sphere
courtesy of P. Debevec
Environment mapping: Example
courtesy of G. Miller
~1982
Environment mapping: Example
From “Terminator II” (1991)
Environment mapping example: Same scene, different lighting
courtesy of P. Debevec
Environment mapping: Issues
v
from Angel
Environment Bump Mapping
from Akenine-Moller
& Haines
Shadow Maps
View from light
View from camera
Shadow Maps
View from light
View from camera
Shadow Maps
from GPU Gems
Shadow Maps
Texture mapping applications: Lightmaps
courtesy of K. Miller
+
=
Idea: Precompute expensive static lighting effects (such as ambient occlusion or diffuse reflectance) and “bake” them into color texture. Then scene looks more realistic as camera moves without expense of recomputing effects
Texture mapping application: Lightmaps
Tenebrae Quake screenshot
Lightmap example: Diffuse lighting only
Lightmap example: Light configuration
Lightmap example: Diffuse + lightmap
Texture Rasterization
from Hill
Linear texture coordinate interpolation
courtesy of H. Pfister
Why not?
from Hill
courtesy of
H. Pfister
Perspective-Correct Texture Coordinate Interpolation
Perspective-Correct Texture Coordinate Interpolation
Perspective-Correct Interpolation: Notes
Magnification and minification
Magnification
Minification
from Angel
courtesy of H. Pfister
Filtering for minification
image courtesy of D. Cohen-Or
Supersampling: Using more than BLI’s 4 texels
from Hill
Regular supersampling
with 2x frequency
Jittered supersampling
Mipmaps
from Woo, et al.