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Texture Mapping

Texture mapping is a method to add detail, color, and surface texture to 3D graphics and models. It involves mapping a 2D texture image onto a 3D model's surface, similar to applying wallpaper to a wall. This does not change the smoothness of the surface but only alters its colors. Bump mapping is a related technique that uses texture mapping to simulate small bumps and wrinkles on an object's surface to make it appear more realistic when light interacts with it. Both techniques were pioneered in the 1970s and have since become standard methods for adding visual realism and detail to 3D graphics.

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0% found this document useful (0 votes)
33 views

Texture Mapping

Texture mapping is a method to add detail, color, and surface texture to 3D graphics and models. It involves mapping a 2D texture image onto a 3D model's surface, similar to applying wallpaper to a wall. This does not change the smoothness of the surface but only alters its colors. Bump mapping is a related technique that uses texture mapping to simulate small bumps and wrinkles on an object's surface to make it appear more realistic when light interacts with it. Both techniques were pioneered in the 1970s and have since become standard methods for adding visual realism and detail to 3D graphics.

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s_paraiso
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© © All Rights Reserved
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TEXTURE

MAPPING
a method for adding detail, surface texture, or
color to a computer-generated graphic or 3D
model
a method for adding detail, surface texture, or
color to a computer-generated graphic or 3D
model
wallpaper on wall
3D model without
texture
3D model with
texture
a method for adding detail, surface texture, or
color to a computer-generated graphic or 3D
model
wallpaper on wall
does not affect the "smoothness" of a surface
but only changes colors.
a method for adding detail, surface texture, or
color to a computer-generated graphic or 3D
model
wallpaper on wall
does not affect the "smoothness" of a surface
but only changes colors.
3D graphics was pioneered by Dr Edwin
Catmull in his Ph.D. thesis of 1974.
a method for adding detail, surface texture, or
color to a computer-generated graphic or 3D
model
wallpaper on wall
does not affect the "smoothness" of a surface
but only changes colors.
3D graphics was pioneered by Dr Edwin
Catmull in his Ph.D. thesis of 1974.
current president of Walt Disney
Animation Studios and Pixar Animation
Studios.
The process involves the mathematical
mapping of the texture from one domain to
another. All of the methods require the
knowledge of the 3D World Device
Coordinates (WDC), i.e., the X, Y, Z value of the
surface to be texture mapped. In ray tracing,
this would be the object - ray intersection
point.
2D texture domain
texture map => two dimensions (u, v)
mapped to a 3D object
For each point in three dimensional space (x,
y, z), we must find the corresponding point in
the 2D texture map space and color the 3D
point with the value from the texture map.

x = X (u,v); y = Y (u,v); z = Z (u,v);



3D texture domain
texture map => three dimensions, T(x,y,z)
mapped to a 3D object
For each point in three dimensional space we
must find the corresponding point in the 3D
texture map space and color the 3D point with
the value from the texture map.
Note that for ray traced images, the
intersection point is the 3D world point to use
in the procedural texture.


Non-parametric Texture Mapping
Texture size and orientation are fixed
They are unrelated to size and orientation of
polygon
cookie cutter effect
Parametric Texture Mapping
texture size and orientation are tied to the
polygon
BUMP MAPPING
technique in computer graphics for simulating
bumps and wrinkles on the surface of an
object
technique in computer graphics for simulating
bumps and wrinkles on the surface of an
object
texture is used to perturb the normal, and
using the perturbed normal during lighting
calculations.

technique in computer graphics for simulating
bumps and wrinkles on the surface of an
object
texture is used to perturb the normal, and
using the perturbed normal during lighting
calculations.
first introduced by James Blinn in 1978
Bump maps
an array of values that
represent an object's height
variations on a small scale.
the brightness of each pixel
represents how much it sticks
out from the surface

bump maps + Phong models =
realism


1. Look up the position on the heightmap that
corresponds to the position on the surface.
2. Calculate the surface normal of the heightmap.
3. Add the surface normal from step two to the
geometric surface normal
4. Calculate the interaction of the new "bumpy"
surface with lights in the scene


FIN

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