10 - Texture and Enviroment Mapping Flashcards

1
Q

Texture Mapping

A

mapping a two-dimensional texture image onto the surface of a three-dimensional object.

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2
Q

Texel

A

pixels in a texture image called

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3
Q

Types of texture object mapping

A

Pelting

Atlas (divide it into fragments like countries and texture map each fragment) faster

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4
Q

Pelting

A

“unwrapping” the texture and flattening it out. This was the traditional approach to texture mapping, but it is largely computationally inefficient and may cause distortions in the image

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5
Q

Atlas mapping

A

considers the mesh as a series of patches, to which individual bits of texture can be applied.

As the curvature across the object is largely reduced compared to pelting, the end result has fewer distortions and may be computationally more efficient.

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6
Q

Forward Mapping

A

Texture space is mapped to the object via surface parameterisation, and then projected onto the object in screen space.

texture to screen.

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7
Q

Inverse mapping

A

First takes a pixel in screen space, and performs and finds the ‘pre-image’ of the pixel, which can then have its texture applied (i.e. it finds which texel the pixel corresponds to).

This method is used much more in practice, especially as it is particularly effective in rendering on-the-fly.

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8
Q

Why is mapping from texture space to screen space non-linear?

A

A single pixel’s pre-image may be several texels

One texel lies entirely within a screen pixel etc

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9
Q

Pros for forward and inverse mapping

A

Forward:
Simple to comprehend

Inverse:
suited to scan-line algorithms

Efficient (only required textures are computed)

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10
Q

Sampling From Textures – Backwards Mapping

A

Mapping from the texture to the screen is non-linear, and there is often a mismatch between resolutions

If the pre-image of a pixel covers several texels then the texture should be supersampled

If the pre-image of a pixel lies within a texel low pass filtering is required

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11
Q

Environment Mapping

A

(Not needed if using global illumination)

Represent the distant environment as a texture when using local illumination. (Phong)

The intensity and colour of the reflected ray found by texture mapping the environment map onto the rendered polygons

2 types: sphere mapping, and cube mapping.

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12
Q

Sphere mapping

A

Map the environment onto the surface of a distance sphere surrounding the screen.

Simple calculations to find incident illumination

Inadequate resolution of texels near the boundaries of map, which then leads to distortions on curved surfaces

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13
Q

Cube Mapping

A

Environment mapped onto 6 faces of a cube

Simple to render map and calculate incident light

Needs to be recalculated for objects changing or changes in viewpoint.

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14
Q

Why do we use Framebuffers to render a cube map

A

In order to render a cube map, all 6 faces must be accessible.

To render the scene without showing it on the screen, 6 framebuffers are used ; one for each side.

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15
Q

How do we apply environment mapping to our objects

A

We use cube maps in fragment shaders, given a reflected vector and a side of the cube it returns the pixels that intersected and displays them on the object as a reflection.

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