csc418 computer graphics
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CSC418: Computer Graphics DAVID LEVIN Todays Topics 1. Texture - PowerPoint PPT Presentation

CSC418: Computer Graphics DAVID LEVIN Todays Topics 1. Texture mapping 2. More Ray Tracing Some slides and figures courtesy of Wolfgang Hurst, Patricio Simari Some figures courtesy of Peter Shirley, Fundamentals of Computer


  1. CSC418: Computer Graphics DAVID LEVIN

  2. Today’s Topics 1. Texture mapping 2. More Ray Tracing Some slides and figures courtesy of Wolfgang Hürst, Patricio Simari Some figures courtesy of Peter Shirley, “Fundamentals of Computer Graphics”, 3rd Ed.

  3. Showtime https://www.youtube.com/watch?v=frLwRLS_ZR0

  4. But First … Logistical Things • Assignment 3 available on BBS (coming soon to website)

  5. Topic 1: Texture Mapping • Motivation • Sources of texture • Texture coordinates • {Bump, MIP, displacement, environmental} mapping

  6. Motivation • Adding lots of detail to our models to realistically depict skin, grass, bark, stone, etc., would increase rendering times dramatically, even for hardware-supported projective methods.

  7. Motivation • Adding lots of detail to our models to realistically depict skin, grass, bark, stone, etc., would increase rendering times dramatically, even for hardware-supported projective methods.

  8. Motivation

  9. Motivation

  10. Topic 1: Texture Mapping • Motivation • Sources of texture • Texture coordinates • {Bump, MIP, displacement, environmental} mapping

  11. Texture sources: Photographs

  12. Texture sources: Solid textures

  13. Texture sources: Procedural

  14. Texture sources: Synthesized

  15. Original Synthesized Original Synthesized

  16. Topic 1: Texture Mapping • Motivation • Sources of texture • Texture coordinates • {Bump, MIP, displacement, environmental} mapping

  17. Texture coordinates How does one establish correspondence? (UV mapping)

  18. Texture coordinates

  19. Texture coordinates

  20. Texture coordinates

  21. Texture coordinates

  22. Texture coordinates

  23. Texture coordinates

  24. Texture coordinates

  25. Texture coordinates

  26. Texture coordinates

  27. Topic 1: Texture Mapping • Motivation • Sources of texture • Texture coordinates • {Bump, MIP, displacement, environmental} mapping

  28. Mipmapping

  29. MIP-Mapping: Basic Idea Given a polygon, use the texture image, where the projected polygon best matches the size of the polygon on screen.

  30. Mipmapping

  31. Mipmapping

  32. Environment mapping

  33. Environment mapping

  34. Environment mapping

  35. Environment mapping

  36. Bump mapping

  37. Bump mapping

  38. Bump mapping

  39. Displacement mapping

  40. Displacement mapping

  41. Bounce Maps

  42. Topic 2: Basic Ray Tracing • Introduction to ray tracing • Computing normals • Evaluating shading model • Computing rays • Spawning rays • Computing intersections • Incorporating transmission • refraction • ray-triangle • ray-spawning & refraction • ray-polygon • ray-quadric • the scene signature

  43. A basic ray tracing algorithm

  44. Shading model

  45. Topic 3: Less Basic Ray Tracing • Introduction to ray tracing • Computing normals • Evaluating shading model • Computing rays • Spawning rays • Computing intersections • Incorporating transmission • refraction • ray-triangle • ray-spawning & refraction • ray-polygon • ray-quadric • the scene signature

  46. local illumination reflection refraction

  47. Modeling Reflection: Transmission

  48. Physics of Refraction

  49. Physics of Refraction

  50. Geometry of Refraction

  51. Geometry of Refraction: Transmission Vector

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