3 Texture Representations
3 Texture Representations
Instructor:
Evangelos Kalogerakis
Graphics Representations
Part I: Image representations
Part II: Shape representations
• Polygon Meshes
• Parametric Surfaces
• Voxel grids or adaptive grids (octrees)
• Point clouds
• Implicit functions
Part III: Textures
Textures: add visual details
Make a surface look more colorful and realistic!
One option is to ...
Set material color per vertex for meshes
(or per voxel in voxel grids, or per point in point clouds...)
High-res texture, low-res geometry
Let’s say you want to design a crate
High-res texture, low-res geometry
If you set a material color per vertex, you’ll get this:
High-res texture, low-res geometry
Texture and geometry resolution do not necessarily coincide.
High-res texture, low-res geometry
In fact, it is NOT necessary to have a highly detailed
polygon mesh. Designing accurate geometry is hard!
High-res texture, low-res geometry
BUT you can have high-res textures based on photos or
image editing. This is the key to success in many games.
Where do textures come from?
Usually photographs or synthesized images e.g.:
wood metal
Advantages of using 2D images as textures...
2D textures 3D model
We need a way to flatten a 3D
surface...
Polygon Mesh
We need a way to flatten a 3D
surface...
[up, vp] = ( φ, θ )
Texture atlas
Bump mapping
Instead of modulating surface color, a texture can be defined
to simulate surface perturbations along the normal
Displacement mapping