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Topic: Texture mapping


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 Texture Mapping as a Fundamental Drawing Primitive
Texture mapping may be used to lay transparent or semi-transparent objects over a scene by representing transparency values in the texture image as well as color values.
In this case the texture coordinates at a vertex are computed as the result of the projection rather than being assigned fixed values.
Because texture mapping is so useful, it is being provided as a standard rendering technique both in graphics software interfaces and in computer graphics hardware
http://www.sgi.com/grafica/texmap   (3157 words)

  
 Texture mapping - Wikipedia, the free encyclopedia
Bresenham's line algorithm is used to draw first the edges of the triangle, then interpolating the texture along the edges, and finally interpolating the texture within each span.
The following is a simple Java implementation of texture mapping that should work.
Perspective correct texture mapping adds complexity, which can easily be paralleled and pipelined costing only silicon.
http://en.wikipedia.org/wiki/Texture_mapping   (776 words)

  
 Conformal Texture Mapping (Abstract)
A new class of geometric mappings is introduced to computer graphics, and the utility of this class is illustrated by applying it to texture mapping.
Conformal mapping extends the range of geometric mapping techniques, and is pertinent to many areas of computer graphics.
The theory and.an implementation of conformal texture mapping is discussed, and several simple filtering techniques to support it are outlined.
http://www.eg.org/EG/DL/Conf/EG87/papers/EUROGRAPHICS_87pp053-064_abstract.html   (172 words)

  
 [No title]
The end result is that while in the texture map space, you move by even steps, in the screen space, you move with ragged jumps.
What this means is that you can use a data structure which encodes where the transparency in each column of the texture map is, and use that _outside_ the inner loop to handle transparency.
So the easiest way of handling a texture of a complex polygon is simply to use a square texture which is larger than the polygon.
http://www.qzx.com/pc-gpe/texture.txt   (8835 words)

  
 Texture Mapping
In perfect mapping we align it so that this error is always centered at the midpoint of the pixel we are after, so the resulting uv values always fall within the same pixel.
Once this basic texture mapping routine is working we can start to optimize it.
Despite it's obvious problems, affine mapping is a very useful rendering algorithm.
http://www.geocities.com/siliconvalley/2151/tmap.html   (6841 words)

  
 Gamasutra Feature "Refractive Texture Mapping, Part One" Printer Friendly Article
As in 3D space, the reflected ray has three values (X, Y, Z) and the texture mapping is a 2D entity, the values need to be transformed in some way to generate the final UV coordinates.
The first part will focus on using sphere mapping to simulate curved-surface reflections, and in part two I will describe how to use refractive texture mapping to simulate water refraction, complete with optimizations and a sample program.
First, the reflected rays from the camera's position to the object are computed.
http://www.gamasutra.com/features/20001110/oliveira_pfv.htm   (2002 words)

  
 Texture Mapping
Mapping can be used in many ways beyond pixel coloring; for example in games, lighting effects can be precalculated and stored in light maps, which are then used to modulate (or affect) the resulting pixels.
Models defined with polygons have the disadvantage that texture coordinates must be assigned and/or projected.
GLUT directory for an example of texturing used to modulate lighting.
http://www.bol.ucla.edu/%7Edremba/3dg_texture_mapping.htm   (763 words)

  
 Gamasutra - Features - "Refractive Texture Mapping, Part 2" [11.17.00]
The steps to implement refractive texture mapping are similar to those used in Part One, but instead of figuring out the reflected ray, the refracted ray is computed.
The texture doesn't need to be spherical; a simple planar map produces the best results.
Another way is to figure out what would be the maximum and minimum X and Z values the refracted ray can generate at the corners of the mesh (with the maximum angle).
http://www.gamasutra.com/features/20001117/oliveira_01.htm   (1171 words)

  
 Waterloo/CGL/Image Synthesis/Papers
Photon mapping is useful in the acceleration of global illumination and caustic effects computed by path tracing.
Each lobe is used to filter specular environment maps during a preprocessing step, resulting in a three-dimensional environment map.
For this to be possible, an efficient hardware algorithm for the computation of the $k$ nearest neighbours to a sample point is required.
http://www.cgl.uwaterloo.ca/Projects/rendering/Papers   (2645 words)

  
 J3D.ORG - Raw J3D: Chapter 1 - Textures
A clamped mode means that the texture coordinates always move with the object.
When we come to mapping pixels to world space coordinates to put an image on an object, we have to make some sort of calculations about how to do that mapping.
Instead, we map the image to the object using texture coordinates.
http://www.j3d.org/tutorials/raw_j3d/chapter1/textures.html   (1806 words)

  
 The Design and Analysis of a Cache Architecture for Texture Mapping
The effectiveness of texture mapping in enhancing the realism of computer generated imagery has made support for real-time texture mapping a critical part of graphics pipelines.
One obstacle faced by designers of texture mapping systems is the requirement of extremely high bandwidth to texture memory.
Despite a recent surge in interest in three-dimensional graphics from computer architects, high-quality high-speed texture mapping has so far been confined to costly hardware systems that use brute-force techniques to achieve high performance.
http://graphics.stanford.edu/papers/texture_cache   (335 words)

  
 EDM/2 - OpenGL and OS/2 - Let There Be Texture
Whenever there is an object that is supposed to look bumpy, leafy or has a complex graphic placed on it, texture mapping is the solution that you should use.
When an object is too complex to be rendered accurately with simple polygons, a solution may be to apply a texture to a simpler representation of that object.
The purpose of this is to simply show how to do texture mapping, not provide a way of reading in every known image format.
http://www.edm2.com/0512/opengl.html   (4654 words)

  
 Texture Analysis and Synthesis
In addition to texturing mapping, our texture synthesis algorithm has several other important applications in image processing and computer vision.
Given a piece of example texture image, the goal of our statistical texture algorithm is to synthesize a new texture that looks like the example.
Finally, using the same framework, our texture model can also be used in various computer vision tasks such as texture segmentation and discrimination.
http://graphics.stanford.edu/~liyiwei/project/texture   (525 words)

  
 Antonio Haro
The algorithm relies on learning the mapping between the input and output exemplars to model the processing that has taken place.
Learning video processing by example This algorithm approximates the output of an arbitrary video processing algorithm based on a pair of input and output exemplars.
I am now at Nokia Research, in the computer graphics and vision group.
http://www.cc.gatech.edu/%7Eharo   (282 words)

  
 Gmax - Texturing Part 1
This is the quick way to create simple material with texture and apply it on part at the same time.
We would like to map our texture on the right side using different way.
But in order to keep our previous mapping, we should do our selection "after" our previous mapping.
http://airspace.uhk.cz/mlk/msfs/tutorials/gmax/part1/gmax_texturing_01.html   (909 words)

  
 Converting to and from 6 cubic environment maps and a spherical map
As an illustrative example the following 6 images are the textures placed on the cubic environment, they are arranged as an unfolded cube.
Converting to and from 6 cubic environment maps and a spherical map
There are two common methods of representing environment maps, cubic and spherical.
http://astronomy.swin.edu.au/%7Epbourke/projection/spheretexture   (625 words)

  
 Fundamentals of Texture Mapping and Image Warping
With respect to mappings, this work presents a tutorial on three common classes of mapping: the affine, bilinear, and projective.
Efficient implementations of the mapping and filtering techniques are discussed and demonstrated.
For further information concerning use of UC Berkeley documents for other than research or instructional purposes, contact the Computer Science Division at the University of California at Berkeley, tr-cs@cs.berkeley.edu.
http://cs-tr.cs.berkeley.edu/TR/UCB:CSD-89-516   (274 words)

  
 OpenGL Texture Tutorial
The only thing you need be concerned with is setting up some texture parameters and environment.
That takes care of the texture mapping environment and parameters.
All we need todo is feed it some information on the image and the actual image data and it does all the work for us.
http://www.nullterminator.net/gltexture.html   (1006 words)

  
 Perspectively Correct Texture Mapping and Color Interpolation - Andrew Zaferakis
This is because the actual texels are in the middle of the square, similar to the way we perform rasterization at the pixel level.
Now that you have seen the various methods of texture mapping, I have put together a high resolution (1600x1200) image displaying each feature.
This software is building upon the SoftGL software OpenGL implementation we have been developing all semester.
http://www.cs.unc.edu/%7Eandrewz/comp236/hw6   (1073 words)

  
 GameDev.net - Texture Mapping
I don't have the intention of explaining what texture mapping is and how it works, there is plenty of information about that on the net.
This is what perspective correct texture mapping is all about.
We start with the matrix representation for the texture coordinates on a polygon (in object space, of course).
http://www.gamedev.net/reference/articles/article676.asp   (1387 words)

  
 Urban Simulation: An Innovative Tool for Interactive Planning and Consensus Building - 1998 APA Proceedings
UST focused on creating a user interface for viewing and interacting with a 3D environment in a way that would be both intuitive and easy to use.
At this point, a 3D urban environment is created, and is ready to be visualized in real-time (optimized for rendering 30 or more frames per second) by the UST Urban Simulator.
The objective is to build a virtual model, which can be used to help solve a multitude of urban design and planning-related problems.
http://www.asu.edu/caed/proceedings98/Chan/chan.html   (2906 words)

  
 Combining Approximate Geometry with View-Dependent Texture Mapping - A Hybrid Approach to 3D Video Teleconferencing ...
We compute only a sparse geometric model, which is textured from multiple cameras using an image-based rendering approach.
Abstract: We present a hybrid system using computer vision and graphics methods that effectively combines fast automatic 3D model extraction with view-dependent texture mapping for the purpose of real-time person-toperson 3D video teleconferencing.
In our approach the problem of creating a dense disparity map is bypassed.
http://citeseer.ist.psu.edu/549044.html   (543 words)

  
 Bump Mapping
Bump Mapping can add minute detail to an object which would otherwise require a large number of polygons.
This is a very convenient way to store a bump map, and it's simple to make.
OK, so we need a method for converting the height information on the bump map into vector adjustment information for the phong shader.
http://freespace.virgin.net/hugo.elias/graphics/x_polybm.htm   (972 words)

  
 Delphi OpenGL Projects
The second pass creates the projected texture on the objects and blends it with the first pass.
It shows how to implement Bi-linear and Tri-linear filtering, and also has 5 levels of detail on the loaded texture.
This app demonstrates how to render to a texture using the glCopyToTexture function.
http://www.sulaco.co.za/opengl.htm   (1972 words)

  
 5 Texture Mapping
Environment mapping is a view dependent texture mapping technique that modifies the specular and diffuse reflection, i.e.
Texture mapping can also solve some rendering problems in less obvious ways.
Next: 5.1 Review Up: Programming with OpenGL: Advanced Previous: 4.5 Moving the Current
http://www.opengl.org/resources/tutorials/advanced/advanced97/notes/node22.html   (161 words)

  
 SPEEDY FREE DIRECTION TEXTURE MAPPING AND OTHER NIFTY TRICKS
One of the Truths I have found in computer graphics is that texture- mapping can GREATLY reduce the number of polygons you need to make an object convincing.
In advanced rendering systems you normally have one bitmap as texture- map, and another bitmap as the bump-map.
Note that the step DIRECTION is the same all over the polygon, but the step SIZE depends on 1/Z. So the direction only needs to be calculated once per polygon.
http://www.lysator.liu.se/~zap/speedy.html   (3718 words)

  
 Two Textures
Assign a "planar" map to the object in the "Z" axis, then click the "UVW Map" button again and assign a spherical map to the object and make sure you assign it to "Channel" 2, this is very important.
Close the material editor and select the object you want to apply the maps to, then go to the "modifiers" panel in 3D Studio Max and click the "UVW Map" button.
This will assign the "Explicit UVW 2" map you created earlier to your object.
http://www.digitalproducer.com/pages/two_textures.htm   (404 words)

  
 Artifice DesignWorkshop Lite
Available free as a basic download from the Artifice web site, DesignWorkshop Lite is also available in an expanded complete download for just $9.95, and on a deluxe 150MB CD-ROM with tutorials, complete documentation, textures, basic 3D object libraries, and other useful accessories.
For simple home design projects or for a good introduction to 3D graphics, DesignWorkshop Lite is the 3D application everyone can afford.
Fully featured, it allows you to see your work from numerous perspectives, in both wireframe and fully textured modes.
http://www.artifice.com/dw_lite.html   (1035 words)

  
 HP Labs : People: Tom Malzbender
Much of his work has taken place at the intersection of interactive 3D computer graphics and computer vision.
Tom’s current research interests are image based rendering and image based surface detailing, 3D model reconstruction from multiple handheld images, volume rendering and texture synthesis.
Tom is on the program committees for the Vision, Modeling and Visualization Workshop, the Graphics Hardware Workshop, the International Workshop on Volume Graphics, the European Conference on Computer Vision (ECCV), the International Conference on Computer Vision (ICCV) and the International Workshop on Texture Analysis and Synthesis.
http://www.hpl.hp.com/personal/Tom_Malzbender   (149 words)

  
 Texture Internal Formats
While a tremendous amount of effort is generally put into creating artwork and optimizing the rendering code, often one of the most important steps of texture mapping is overlooked: texture downloads.
This doesn't have to match the raw data you supply; for example if you have RGBA data but don't care about alpha, you could specify (components = 3) and the GL would strip off the alpha channel and store just RGB.
For example if you want to minimize texture storage and bandwidth requirements at the expense of visual quality, you should use
http://www.berkelium.com/OpenGL/GDC99/internalformat.html   (414 words)

  
 Conformal Surface Mapping of Planar Texture (IMA Logo for 2000-01 year on Mathematics in Multimedia (IM
The technique also may be applied in a straightforward manner to automatic texture mappings as well.
From a triangulated surface representation of the cortex, we indicate how the procedure may be implemented using finite elements.
It appears in their paper "On the Laplace-Beltrami Operator and Brain Surface Flattening" (IEEE Trans.
http://www.ima.umn.edu/multimedia/mmlogo.html   (267 words)

  
 The Gnomon Workshop - Texture Res Tip
This is assuming that you are going to be making your own in a 2D package, such as Photoshop, either from scratch or from a scan.
So, here's a simple example: you need to texture a doorway.
Maya also prefers textures to be square, so our texture should be 256x256 pixels.
http://www.thegnomonworkshop.com/tutorials/texture_res/texture_res.html   (659 words)

  
 GameDev.net -- Game Programming
With the current state of technology, the brute force has become, in some situations, a realistic alternative to modern CLOD mapping.
Explains how to remove the sharp edges in height maps using a simple convolution filter.
The article describes how advances in 3D hardware have benefitted terrain mapping algorithms.
http://www.gamedev.net/reference/list.asp?categoryid=45   (2529 words)

  
 Ercim Research Report 0197-R046
Our approach has the advantage that the texture does not have to be computed at each point of the surface.
PDF file in a zip archive (For PDF files, a free viewer (Acrobat Reader) is available from Adobe Systems.
Rather, we precompute a small set of texture maps which we then map aperiodically onto the surface.
http://www.ercim.org/publication/technical_reports/046-abstract.html   (113 words)

  
 texture mapping - a Whatis.com definition
Texture mapping is a graphic design process in which a two-dimensional (2-D) surface, called a texture map, is "wrapped around" a three-dimensional (3-D) object.� Thus, the 3-D object acquires a surface texture similar to that of the 2-D surface.� Texture mapping is the electronic equivalent of applying wallpaper, paint, or veneer to a real object.
Note: Email addresses will only be used to send site
http://whatis.techtarget.com/definition/0,,sid9_gci214623,00.html   (104 words)

  
 Perspective Texturemapping
They are not optimized, they are only provided as detailed examples of how the algorithms work.
Here are example sources for the texture mapping approaches mentioned above.
Then copy the matching pixel from the texture to the screen.
http://www.lysator.liu.se/~mikaelk/doc/perspectivetexture   (1172 words)

  
 Perspective Correct Texture Mapping
If you were to plot these z-values on a graph versus the x-screen-coordinate, the graph is not linear, so, to achieve perspective correct texture mapping, you cannot simply interpolate the z-coordinate, however, you can interpolate 1/z, since a graph of 1/z versus x-screen-coordinate is linear.
Now, theres enough there to write code which will do perspective correct texture mapping, - just fill in the blanks to calculate the y-texture-coordinate, and you're there!
texture- x and y are the x and y coodinates on the texture for this particular pixel on the screen.
http://easyweb.easynet.co.uk/%7Emrmeanie/tmap/tmap.htm   (912 words)

  
 Ultimate Unwrap 3D - UV mapping software
Export: the list of texture filenames is now optimized.
It is ideal for gamers, artists, modellers, and hobbyists, and easy enough to use for all levels of computer users.
It includes an easy-to-use UV coordinate editor, a standard set of UV mapping projections such as planar, box, cylindrical, and spherical, as well as advanced UV mapping projections such as face mapping, camera mapping, and unwrap faces for those difficult to map areas on a model.
http://www.unwrap3d.com   (166 words)

  
 Tomby's VR & 3D page :)
Classes representing basic primitives and its atributes (textures, shadows, lights, transparency...
Demo - using Xvizn & MAMLAS with simple level editor :)
QAK - simple level editor for Xvizn & MAMLAS
http://atrey.karlin.mff.cuni.cz/~tomby/3de.html   (208 words)

  
 Texture Mapping Interactive Demonstration
Because the image has already been rendered/drawn, it can be extremely complex - but the cost of tex-mapping complex images is exactly the same as tex-mapping simple image.
- According to Alan Watt (3D Computer Graphics, section 7.3), "Texture mapping was one of the first developments towards making images of three-dimensional objects more interesting and apparently more complex."
For example, planar walls can have stone textures mapped onto them for a very convincing image of three-dimensional stone walls (check out your favorite 3D computer game for an excellent example of tex-mapping in action).
http://www.nbb.cornell.edu/neurobio/land/OldStudentProjects/cs490-96to97/anson/TextureMappingApplet   (393 words)

  
 align camera to faces in maya 3.x 4.x 5.x plugin and mel
mapping direction - camera [that's the important one!]
caveat I'm texturing environments at the moment but have done vehicles in
I'd consider texturing in Maya to be one of it's strong points.
http://www.persistentvisions.com/Tutorials_Main/mayaTips/UVtip.htm   (400 words)

  
 Let’s Write a Quake 3 Graphics Engine in OpenGL
can be a constant value, it can come from a texture map, or it can come from "Gouraud shading".
Now let’s replace the word "polygon" with the names of the respective maps:
It is possible to implement multitexture in OpenGL using its alpha blend unit, multiple texture units, or a combination of both.
http://www.bigpanda.com/trinity/article2.html   (911 words)

  
 Virtual Programming Releases Payback For Mac Gamers The Mac Observer
The game engine supports perspective correct texture mapping, environment mapping (reflections), bump mapping, realistic shadows, alpha-channelling (lens flares, explosions and shockwaves), 12 channel 3D sound and realistic physics.
You can find more information about the Payback release at the Virtual Programming Web site.
The game features realistic physics and texture mapping as well as blood and fire.
http://www.macobserver.com/article/2003/01/09.7.shtml   (646 words)

  
 HP Labs : People: Tom Malzbender : Papers
"Polynomial Texture Maps," Thomas Malzbender, Dan Gelb, and Hans Wolters, Computer Graphics, Proceedings of ACM Siggraph 2001.
"A Context Sensitive Texture Nib," Thomas Malzbender and Susan Spach, Proceedings of Computer Graphics International June '93, pp.151-163 · June 1993.
"Synthesis and Rendering of 3D Textures," Yacov Hel-Or, Tom Malzbender, Dan Gelb, Texture 2003 - 3rd International Workshop on Texture Analysis and Synthesis, Nice, France · October 17, 2003.
http://www.hpl.hp.com/personal/Tom_Malzbender/papers/papers.htm   (691 words)

  
 jGL 3D Graphics Library for Java
The bug of drawing the polygon with more than 5 vertices has also been fixed.
Fix the bug of texture mapping with GL_LINEAR.
http://www.cmlab.csie.ntu.edu.tw/~robin/JavaGL   (400 words)

  
 HDS - Home
Leica Geosystems provides solutions and systems for positioning, surveying, mapping, navigation, metrology (industrial measurement), machine guidance, cadastral, building and construction, photogrammetry, mining and engineering, image processing for remote sensing, metrology, and other surveying and measurement applications.
Measuring systems include high precision GPS, total stations, theodolites, levels, GIS, software, aerial cameras, hand held measurement devices (DISTO™ distance meters) and 3D laser scanning systems.
Please send me more information about Leica Geosystems HDS.
http://www.cyra.com   (126 words)

  
 AnimatedTexture2
Please note that AnimatedTexture2 has only been tested on a few machines (see install page) but should work fine on any machine running Open Inventor with texture mapping in hardware.
I have finished a variant of the Silicon Graphics Open Inventor
SoTexture2 node called AnimatedTexture2, which textures objects with a MPEG movie or an NV (network video) MBONE video stream.
http://www.cs.brown.edu/software/AnimatedTexture2   (190 words)

  
 RealReflect
level of detail (LOD) algorithms and data structures specifically suitable for BTF textured geometry
texture mapping and texture synthesis on arbitrary surfaces
A project presentation will present the rationale, a State of the Art Report and parts of a tutorial will focus on bidirectional texture function (BTF) rendering.
http://www.realreflect.org   (644 words)

  
 ShapeCapture
ShapeCapture™ is a software tool that implements our approach to creating highly accurate 3D models from images.
Areas of application where it is currently in use covers Aerospace, defense, forensics, industrial process, control and measurement, architecture, archaeology, 3d modeling, 3d animation, non contact measurement, support for laser scanning and 3d sonar support.
3D Modeling from images, Camera Calibration, 3D Coordinate Measurement, Photogrammetry, Texture Mapping
http://www.shapecapture.com/shapecape_2002.htm   (104 words)

  
 Download details: GLlib DLL Sample for EasyTex
The process of applying or mapping a texture to a surface is known as texture mapping.
The bitmaps are known as textures and can resemble wood, marble, or any other interesting material or pattern.
http://www.microsoft.com/downloads/details.aspx?FamilyID=b68925e3-5c1a-4505-aa9b-0fe151807eaf&displaylang=en   (238 words)

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