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F(x,y,z) = (s,t)
y t
x s
z
Johns Hopkins Department of Computer Science
Course 600.456: Rendering Techniques, Professor: Jonathan Cohen
2D Texture Applications
Bump/normal maps
• Modify or define surface normals
Displacement maps
• Modify surface itself
Environment/reflection maps
• Define environment seen in specular
reflections
Johns Hopkins Department of Computer Science
Course 600.456: Rendering Techniques, Professor: Jonathan Cohen
3D Texture Maps
Photograph
• flat surface
• even lighting (no specularity)
3D Rendering
Procedural synthesis
• Sample a procedural texture
from Heckbert,
from Heckbert, Paul.
Paul. Fundamentals
Fundamentals ofof Texture
Texture Mapping
Mapping and
and Image
Image Warping.
Warping. Masters
Masters
Thesis. UC
Thesis. UC Berkeley.
Berkeley. 1989.
1989. page
page 7.
7.
Johns Hopkins Department of Computer Science
Course 600.456: Rendering Techniques, Professor: Jonathan Cohen
Sampling Approaches
Point Sampling
• Pick closest texel
Interpolation
• Blend closest texels
Area Sampling
• Blend all covered texels
a b
p = ( ps, pt ) p
c d
t
s
p´ = ( ( ps - as) / ( bs - as ), ( pt - at) / ( ct - at ) )
from Pederson,
from Pederson, “Decorating
“Decorating Implicit
Implicit Surfaces”,
Surfaces”, Proceedings
Proceedings of
of SIGGRAPH
SIGGRAPH 95.
95.