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Real-Time Rendering

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Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova Brief Outline Basic Concept Texture Wrapping Magnification filter Minification filter Multi-Texturing ... – PowerPoint PPT presentation

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Title: Real-Time Rendering


1
Real-Time Rendering
  • TEXTURING
  • Lecture 02
  • Marina Gavrilova

2
Brief Outline
  • Basic Concept
  • Texture Wrapping
  • Magnification filter
  • Minification filter
  • Multi-Texturing
  • Dynamic Texture
  • Texture mapping methods

3
Concept of Texture
  • Texture Variation of surface diffusion, color,
    glossiness and other reflective photometry
  • The heart of todays computer graphics
  • Texture Pixel Texel
  • Polygon is filled using texel values.
  • Texture coordinate associates a screen pixel with
    a texel

4
Texturing a surface
5
Texture mapping
6
Texture mapping in computer games
Color texture
Environment mapping
Alpha mapping
Bump mapping
Multi-texturing
7
Basic Texturing concept
  • Modify the value used in the lighting equation
  • Basic Texture per pixel object color
  • Steps
  • Assign UV texture coordinates to vertices of a
    polygon (i.e. triangle)
  • Interpolate texture UV coordinate for each fill
    pixel during rasterization of the triangle
  • Lookup texel value from texture using UV coord.
  • Use texel value in lighting equation

8
Texture Method
  • Texture pipeline used in rendering platforms to
    use hardware accelerations
  • U,V?0,1 ? scaled texel coordinate
  • Texture resolution is a power of 2 (i.e. 256 x
    256 texels)

9
Texture Pipeline
  • Compute object space location
  • Use projector function to find (u,v)
  • Use corresponding functions to find texel
  • Apply value transform function
  • Modify illumination equation value

10
Texture Rendering
11
Texture modes
  • When UV value goes beyond the range 0,1
  • i.e. uv (-1,-1) ? (2,2) (see below)
  • Allow simple and small textures to render large
    complex objects

Tile
Mirror
Clamp
Border
12
Three dimensional texture coordinate (u,v,w)
  • 2D texture wrapping can be difficult for complex
    object
  • 3D texture mapping use (u,v,w) coordinate for
    texture address
  • Result is uniform texture distribution on a
    surface

13
Texture magnification
  • When 1 texel n pixels (ngt1)
  • Visual Pixelation effect prominent
  • Solution apply magnification filter

Bilinear
No Filter
Bilinear
No Filter
14
Bilinear Filtering
  • Four pixel linear Interpolation (2x2)
  • Fast but low quality

15
Bicubic
  • Not yet used in realtime graphics
  • Up to 4x4 pixel interpolation
  • Good quality
  • Slow

16
Minification filter
  • When n texel 1 pixel
  • Aliasing distortion is present
  • Annoying artifact during animation
  • Solution MIP mapping, min-filters

17
Min filters
  • Nearest
  • MIP
  • Summed area

18
MIP Mapping (Base Concept)
  • Have multiple copy of a texture with reduced
    resolution (factor of 2)
  • I.e. (256x256), (128,128), (64,64),(1,1)
  • Determine LOD from neighboring pixel UV
    difference (spacing)

19
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20
Anisotropic Filtering
Trilinear MIP-MAPPING
Anisotropic Filtering
21
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22
Texture caching and compression
  • Complex scene require large amount of texture
  • Texture Memory is limited
  • Texture management Load only smaller LODs for
    distant objects
  • Use Clip-maps load a small segment of high LOD
    texture
  • S3TC (61) compression ? DirectX standard
  • Use two colors for a 4 color ramp
  • Represent 16 pixels using 4 colors
  • 2 bit per pixel, 16 bit per color ? Average 4 bit
    per pixel

23
Multi-pass rendering
  • Rendering the same geometry several times
  • Integrate different photometric components
  • I.e. Quake III has 10 rendering passes

24
Multi-texturing
  • Combine two or more textures
  • Could be performed in one rendering pass
  • Pixel value is computed using values from
    different texture stages

25
Multi-texture Pixel-shader
26
Texture Effects
  • Variety of realistic 3D effects can be created by
    manipulating textures of a 3D geometry

27
Texture Animation
  • Dynamic animated texture
  • Store combined static frames as 1 image
  • Use different UVs to animate frames

UV(0.25,0.25)
UV(0.5,0.5)
Frame 5
28
Transparency Alpha mapping


29
Billboarding
  • Create complex objects using texture and simple
    geometry
  • Used extensively in particle rendering systems
  • Use faceted quads ? normal of the quad equals
    camera direction
  • Used frequently in games
  • High performance

30
Multi Textured Gloss Mapping
31
Reflection/Environment mapping
Blinn Newells method
32
Other environment mapping
Cube Mapping
33
Bump Mapping
  • Per-pixel normal
  • Use cubemaps for normal

34
Bump mapping
  • Use cubemap and multi-texture pass
  • Or use High level shading Language (HLSL) in
    nvidia

35
Other texture teqniques
  • Detail Textures (i.e. flight simulator)
  • Procedural Texture
  • Anti-aliasing
  • Motion blur
  • Realistic shading
  • Volumetric Texture
  • Image processing using texture passes
  • Exposure control (Dynamic Range)

36
End of Lecture 02
  • Questions?
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