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Texture Mapping: David Luebke 1 12/07/21
Texture Mapping: David Luebke 1 12/07/21
See http://graphics.lcs.mit.edu/classes/6.837/F98/Lecture21/Slide18.html
R G
R G
B B
R G
R G
B
B
Trivia: MIP = Multum In Parvo (many things in a small place)
Using MIP-maps
● Each level of the MIP-map represents a pre-blurred
version of multiple texels
■ A texel at level n represents 2n original texels
● When rendering:
■ Figure out the texture coverage of the pixel (i.e., the size of
the pixel in texels of the original map)
■ Find the level of the MIP map in which texels average
approximately that many original texels
■ Interpolate the value of the four nearest texels
● No filtering:
● MIP-map texturing:
#lights
I i k d Nˆ Lˆ k s Vˆ Rˆ
nshiny
I total k a I ambient
i 1
Texture as
Texture as
diffuse lighting
R,G,B:
coefficients:
+ =
● How can you tell a bumped-mapped object from an object
in which the geometry is explicitly modeled?
David Luebke 29 12/07/21
Last Bump Mapping Example
Light map
Texture map
+ light map:
David Luebke 33 12/07/21
Illumination Maps
● Illumination maps differ from texture maps in that
they:
■ Usually apply to only a single surface
■ Are usually fairly low resolution
■ Usually capture just intensity (1 value) rather than color (3
values)
● Illumination maps can be:
■ Painted by hand: Disney’s Aladdin ride
■ Calculated by a global illumination process: Nintendo64
demo, modern level builders