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Mark Kilgard
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CS 354 Computer Graphics; University of Texas, Austin; February 23, 2012
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CS 354 Texture Mapping
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CS 354 Texture
Mapping Mark Kilgard University of Texas February 23, 2012
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Textured Polygonal Models
+ Result Key-frame model geometry Decal skin
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Multiple Textures for
Involved Shading Key-frame model geometry Decal skin texture Bump skin texture Gloss skin texture +
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Shadow Mapping Explained
Planar distance from light Depth map projected onto scene ≤ = less than True “un-shadowed” region shown green equals
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Texture in the
Context of the OpenGL Graphics Pipeline vertex processing rasterization & fragment coloring texture raster operations framebuffer pixel unpack pixel pack vertex puller client memory pixel transfer glReadPixels / glCopyPixels / glCopyTex{Sub}Image glDrawPixels glBitmap glCopyPixels glTex{Sub}Image glCopyTex{Sub}Image glDrawElements glDrawArrays selection / feedback / transform feedback glVertex* glColor* glTexCoord* etc. blending depth testing stencil testing accumulation storage access operations Image (Pixel) Processing Geometry (Vertex) Processing
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Simple Texture Mapping
glBegin ( GL_TRIANGLES ); glTexCoord2f (0, 0); glVertex2f (-0.8, 0.8); glTexCoord2f (1, 0); glVertex2f (0.8, 0.8); glTexCoord2f (0.5, 1); glVertex2f (0.0, -0.8); glEnd (); + glTexCoord2f like glColor4f but sets “current” texture coordinate instead of color glMultiTexCoord2f takes texture unit parameter so glMultiTexCoord2f ( GL_TEXTURE0 , s,t) same as glTexCoord2f (s,t) ST = (0,0) ST = (1,1)
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Texture Coordinates Assigned
at Each Vertex XYZ = (0,-0.8) ST = (0.5,1) XYZ = (0.8,0.8) ST = (1,0) XYZ = (-0.8,0.8) ST = (0,0)
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Anatomy of a
Texture Fetch Filtered texel vector Texel Selection Texel Combination Texel offsets Texel data Texture images Combination parameters Texture parameters
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Environment Mapping via
Texture Cube Maps Access texture by surface reflection vector
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More Cube Mapping
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Dynamic Cube Map
Textures Rendered scene Dynamically created cube map image Image credit: “Guts” GeForce 2 GTS demo, Thant Thessman
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Mipmap Texture Filtering
E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 point sampling mipmapped point sampling mipmapped linear filtering linear filtering
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Medium-Level Dissection of
a Texture Fetch Convert texel coords to texel offsets integer / fixed-point texel combination texel offsets texel data texture images combination parameters interpolated texture coords vector texture parameters Convert texture coords to texel coords filtered texel vector texel coords floor / frac integer coords & fractional weights floating-point scaling and combination integer / fixed-point texel intermediates
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