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Acg04 Texture
Acg04 Texture
Acg04 Texture
Texture Mapping
Texture Mapping
} Surfaces in real world are very complex
} Objects have properties that vary across surface
} Cannot model all the fine variations
} We need to find ways to add surface detail
} How?
Texture Mapping
} Of course, one can model the exact micro-geometry +
material property to control the look and feel of a
surface
} But, it may get extremely costly
} So, graphics use a more practical approach – texture
mapping
R
R
G B
G B
Trilinear interpolation
Mip Mapping - Example
• used to save some of the filtering work needed during texture minification
} Bilinear Interpolation
} Trilinear Interpolation
+ =
+ =
geometry Bump map Bump mapped geometry
Stores heights: can derive normals
Bump Mapping
Bump Mapping
Normal Mapping (bump mapping)
} Replace normals (RGB values are stored in XYZ)
Displacement Mapping
Use texture to displace the surface geometry
+ =
Viewer
Reflected ray
Object
Approximations Made
} The map should contain a view of the world with the
point of interest on the object as the eye
} We can’t store a separate map for each point, so one map is
used with the eye at the center of the object
} Introduces distortions in the reflection, but the eye doesn’t
notice
} Distortions are minimized for a small object in a large room
} The mapping can be computed at each pixel, or only at
the vertices
Example
Environmental Mapping
} Generate images using Tools, Special Cameras (fisheye,
omnidirectional)
3D Textures
} Texture values indexed by 3D location (x, y, z)
} Object is carved out of the
solid texture
} Expensive storage, or
} Compute on the fly
ex) Perlin Noise
} Marble or wood