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Towards more realistic images

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A major problem is surface detail. Now what? Add more polygons or primitives. ... point on surface of the object (x,y,z) is mapped to a point in texture space (u,v) ... – PowerPoint PPT presentation

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Title: Towards more realistic images


1
Towards more realistic images
  • Chris Handley

2
Towards more realistic images
  • So now we have an image.

3
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4
Towards more realistic images
  • So now we have an image. It still doesnt look
    real.

5
Towards more realistic images
  • So now we have an image. It still doesnt look
    real.
  • A major problem is surface detail.

6
Towards more realistic images
  • So now we have an image. It still doesnt look
    real.
  • A major problem is surface detail. Now what?

7
Towards more realistic images
  • So now we have an image. It still doesnt look
    real.
  • A major problem is surface detail. Now what?
  • Add more polygons or primitives.

8
Towards more realistic images
  • So now we have an image. It still doesnt look
    real.
  • A major problem is surface detail. Now what?
  • Add more polygons or primitives. (slow!)

9
Towards more realistic images
  • So now we have an image. It still doesnt look
    real.
  • A major problem is surface detail. Now what?
  • Add more polygons or primitives. (slow!)
  • Add detail with a texture!

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Towards more realistic images
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Towards more realistic images
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The Algorithm
  • Mapping 2D (texture) image to a 3D object.
  • Set up texture coordinates (u,v).
  • Usually scaled to be 0.0 .. 1.0.
  • Specify a texture location (texel).
  • Each point on surface of the object (x,y,z) is
    mapped to a point in texture space (u,v).

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Texture Mapping
(x, y, z)
(u, v)
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The Simple Case
Pixels
Texels
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The Simple Case
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Problems
  • Tiling the area of the texture is smaller than
    the area to be textured.
  • Scaling an object pixel is bigger (smaller)
    than a texel.
  • When do we do the interpolation?
  • How do we map a flat image (texture) onto a 3D
    surface (sphere, cylinder)?
  • Animation.

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Tiling
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Tiling
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Sampling
  • Problems arise when there is a mis-match between
    the size of a pixel and the size of a texel.
  • Much confusion in terminology authors are often
    inconsistent and sometimes just plain wrong.

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Over/Under Sampling
  • Two situations can arise
  • One pixel maps to several (many) texels
    (under-sampling).
  • Several (many) pixels map to one texel
    (over-sampling).

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Under-sampling
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The Texture
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Under-sampling
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Under-sampling
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Over-sampling
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Over-sampling
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Interpolation
  • Perspective projection is a non-linear
    transformation.
  • Makes a big difference whether we interpolate
    before or after.
  • For correct results, interpolate before
    perspective projection.

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Interpolation
29
Interpolation
30
Mapping onto a Sphere
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Next Lecture
Anti-Aliasing
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