Title: Texture
1Texture
- Motivation to model realistic objects need
surface detail wood grain, stone roughness,
scratches that affect shininess, grass, wall
paper. - Use geometry, model surface detail with polygons
good for large scale detail, too expensive
otherwise. - Improvement map an image of the details onto
simple geometry
2The wall
3The wall
4The Wall Brick
5The Wall Checkers
6Texture Mapping
screen
geometry
image
Ed Angel
7Texture Mapping and the OpenGL Pipeline
- Images and geometry flow through separate
pipelines that join at the rasterizer - complex textures do not affect geometric
complexity
Ed Angel
8Texture mapping
- Texture mapping adding surface detail by mapping
texture patterns to the surface - Technique developed by Catmull (1974), Blinn and
Newell (1976).
9Texture mapping methods
- 2D texture mapping paint 2D pattern onto the
surface - Environmental (reflection) mapping
- Bump mapping perturb surface normals to fool
shading algorithms - Procedural texture mapping, 3D texture
10More Examples
Jim Blinn
11Environment Mapping
Yoshihiro Mizutani and Kurt Reindel
122D texture mapping overview
- Texture array is a 2D image pattern
- With elements texels
- Value at a texel affects surface appearance
- The texture map determines how the pattern
lies on the surface
132D texture mapping overview
- Rendering uses the texture mapping
- Find surface that is front most at current pixel
- Find the the surface patch corresponding to the
pixel - Find the part of the texture pattern
corresponding to the surface patch - Use that part of the texture pattern in setting
the pixel color
14(No Transcript)
152D texture mapping
- Source 2D pattern from drawing, photo, procedure
- Destination any surface, easier if surface given
in parametric form - The map from 2D texture coord to 3D object
- Texture mapping transformation 2D screen coord ?
3D object coord ? 2D texture coord and back (see
previous slide)
16Mapping the 2D texture to the surface
- The map 2D texture(s,t) ? 3D object(x,y,z)
- Mapping onto triangle is not difficult
- Mapping onto triangular mesh is more difficult
(have to handle texture discontinuity) - Mapping onto parametric surface is easier
- Alternative use an intermediate parametric
surface (cylinder, sphere)
17Mapping aTexture
- Based on parametric texture coordinates
- glTexCoord() specified at each vertex
Texture Space
Object Space
t
1, 1
(s, t) (0.2, 0.8)
0, 1
A
a
(0.4, 0.2)
c
b
B
C
(0.8, 0.4)
s
0, 0
1, 0
18Mapping texture onto parametric surface
- Point on the parametric surface
19Mapping texture onto parametric surface using
liner map
- The map from texture to the parametric coord
using invertible linear map between the texture
space (s,t) and the domain (u,v)
20Mapping texture onto parametric surface, example
Does not take into account curvature of
surface Equal size texture patches are stretched
to fit various areas
21Mapping texture to a surface using an
intermediate surface
- Two-step mapping
- Map the texture to a simple intermediate surface
(sphere, cylinder, cube) - Map the intermediate surface (with the texture)
onto the surface being rendered
22Two-step mapping example
- parametric form cylinder x r cos(2 PI u)
- y r
sin(2 PI u) - z v h
- 0ltu,vlt1
- first step u s, v t
- sphere
- cube
23Two-step mapping example
- Second-step map intermediate surface to the
- surface being rendered
- Various strategies a, b, c
24The texture mapping transformation
25Texture mapping transformation
- Consider surface visible at current pixel.
- Find the patch on the surface that corresponds to
it. - Map screen coord of pixel corners back to object
- Find texels that map to the surface patch
- If multiple texels lie on patch combine them
- weighted avg supersampling with
postfiltering
262DTexture mapping in OpenGL
- Pixel pipeline
- Texture map done at rasterization stage
27Texture Mapping in OpenGL
- Get hold of texture array
- Create texture object (TO) and specify texture
for it - TO maintains the texture
- May have multiple TOs
- Specify mode for applying texture to pixels
- possibilities for computing final using texture
- Replace (use the texture to paint) only texture
- Modulate (use the texture to modulate/scale the
color) lighting and texture - Constant RGB color blended in based on texture
- Enable texture mapping
- Must enable before drawing
- Draw the scene providing both texture and
geometric coordinates - Texture coordinates specify how the texture
should be aligned on the fragments to which it is
applied - Indicate how out of range TC should be processed
- Does texture repeat to cover object or is it
clamped to the vertices
28Example Texture mapping initialization
GLuint texName void init(void) load
or create an image and store it in array, say
image, of wize wxh, and type gl_type
glGenTextures(1,texName) glBindTexture(GL_TEX
TURE_2D, texName) glTexParameteri(GL_TEXTURE_
2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_REPEAT) glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILT
ER, GL_NEAREST) glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, GL_UNSIGNED_BYTE, w,h,
0, GL_RGBA, gl_type, image)
Name and create texture object for texture
image Names and makes texture currently available
Texture map parameters how texture to be wrapped
and colors filtered if mismatch b/w texels and
pixels
Texture map specification load the image and set
parameters
29Set the drawing mode here the texture will
replace, the polygons are drawn using only the
color from the texture
void display(void) glClear color bufer and
depth buffer bits glEnable(GL_TEXTURE_2D)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
GL_REPLACE) glBindTexture(GL_TEXTURE_2D,
texName) glBegin(GL_QUAD)
glTexCoord2f(0.0,0.0) glVertex3f(x1,y1,z1)
glTexCoord2f(1.0,0.0)
glVertex3f(x2,y2,z2) glTexCoord2f(1.0,1.0)
glVertex3f(x3,y3,z3)
glTexCoord2f(0.0,1.0) glVertex3f(x4,y4,z4)
glEnd() glFlush() glDisable(GL_TEXTURE_2
D)
Turn on texturing
Bind previously created texture object to use it
currently (activate it)
30Create texture object and texture for it
- Texel values could be up to 4D (R,G,B,A)
- Texturing is expensive. Texture objects similar
to display lists faster to bind(reuse) stored
texture than load with glTexImageD( ) -
31Using texture objects
- Create texture names, glGenTextures( )
- Returns available ids in second parameter which
is passed by reference - GLuint texName
- glGenTextures(1, texName)
- Create and use texture objects
glBindTexture(GL_TEXTURE_2D, texName) - When first use new texture object is created and
assigned the name subsequent uses activate the
texture object
32Using texture objects
- glBindTexture(),
- sets texture state, subsequent calls to
glTexImage, glTexParameters,etc., store data in
the active texture object - The data may include texture image (mipmaps),
width, height,border, internal format, texture
properties (minmag filters, wrapping modes,)
332D texture mapping in OpenGL
- Provide texture array that holds the 2D texture
pattern - Glubyte my_texels5125123
- Fill the array either
- Generated by program or
- Read from image file
- Typically we keep multiple arrays with different
texture patterns - Set the parameters for the texture map
(glTexParameteri) to be used with glTexImage2D
set up - Specify texture map which texture array to use
currently as 2D texture and set properties with
glTexImage( ) - The texture map will be stored in
- texture memory
- level and border give fine control
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 512, 512,
0, GL_RGB, GL_UNSIGNED_BYTE, my_texels) -
tex im size border
power of 2b
Level (of mipmap)
Which of the R,G,B,A components or intensity are
selected for use .
342D texture mapping in OpenGL
- Enable texture mapping
- glEnable(GL_TEXTURE_2D)
- glTexImage2D, specifies what texture image to
use and sets some parameters and formats - glTexCoord2, specifies how the map will be
applied. - map from texture array to object.
- Texture coordinates s and t are between 0 and 1
(inclusive) - Texture coordinates to vertices by the
application program - Directly, using glTexCoord2f(s, t) per vertex
- Automaticly, using glTexGen
-
35Mapping texture coordinates to object
Example map the array to polygon
- glBegin(GL_QUADS)
- glTexCoord2f(0.0,0.0)
- glVertex3f(x1,y1,z1)
- glTexCoord2f(1.0,0.0)
- glVertex3f(x2,y2,z2)
- glTexCoord2f(1.0,1.0)
- glVertex3f(x3,y3,z3)
- glTexCoord2f(0.0,1.0)
- glVertex3f(x4,y4,z4)
- glEnd()
-
- Specify texture map at vertices,
- texture map for the interior is
- interpolated
- Need to take special care
- How to distribute the texture pattern
- onto the object
- What to do if texture coordinates get out of
range - How to sample the texture (pick up the texel
values)
36OpenGL texture parameters
- How to deal with values of texture coordintes
out of range - glTexParameterf(GL_TEXTURE_WRAP_S, GL_REPEAT)
- glTexParameterf(GL_TEXTURE_WRAP_T, GL_REPEAT)
- or GL_CLAMP
- Dealing with the texture sampling
- The texture coordinates for interior polygon
points are interpolated from the texture
coordinates of the vertices, they are real
valued, but the texture array has discrete
elements with integer coordinates - A pixel is mapped onto a curveliner patch of the
texture pattern and one texture value per pixel
has to be computed from all texels that overlap
with the patch - Mismatch between texel-pixel sizes
- The question is how to compute the texture value
per pixel - Point sampling use the nearest texel. Prone to
aliasing effects. - Linear filtering use weighted average of all
textels overlapping with the patch - Because the pixel and texel arrays are both
finite, and the texture map is real-valued there
is also the issue of mismatch between the
corresponding texel and pixel areas correponding
to each other according to the texture map
37OpenGL texture parameters
- How to deal with values of texture coordinates
out of range - glTexParameterf(GL_TEXTURE_WRAP_S, GL_REPEAT)
- glTexParameterf(GL_TEXTURE_WRAP_T, GL_REPEAT)
- or GL_CLAMP
- Dealing with the texture sampling
- The texture coordinates for interior polygon
points are interpolated from the texture
coordinates of the vertices, they are real
valued, but the texture array has discrete
elements with integer coordinates - A pixel is mapped onto a curveliner patch of the
texture pattern and one texture value per pixel
has to be computed from all texels that overlap
with the patch - Mismatch between texel-pixel sizes
Minification
Magnification
38OpenGL texture parameters
- In OpenGL the parameters handling the texture
sampling issues are - GL_TEXTURE_MIN_FILTER
- GL_TEXTURE_MAG_FILTER
- Their values are
- GL_NEAREST (for point sampling)
- GL_LINEAR for linear filtering (weighted avg)
- The parameter values are assigned with
glTexParameterf - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILT
ER, GL_NEAREST) - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILT
ER, GL_NEAREST) - or GL_LINEAR (deals better with aliasing)
39OpenGL texture parameters
- Mipmapping another approach to deal with the
mismatch in pixel/texel size and aliasing - A sequence of texture arrays at different
resolutions is kept (full resolution, half, ¼
, etc) - glBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, mipmapw,
mipmaph, GL_RGB, GL_INSIGNED_BYTE, my_texels) - Mipmaps are set
- dierectly, using the level parameter in
glTexImage2D - Level 0 is full resolution
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 512, 512,
0, GL_RGB, GL_UNSIGNED_BYTE, my_texels) - Or automaticly, using glTexParametri
- glTexParametri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTE
R, GL_NEAREST_MIPMAP_NEAREST) - Or GL_NEAREST_MIPMAP_LINEAR
40OpenGL texture parameters
- Interaction between texturing and shading
- glTexEnvi(GL_TEX_ENV_MODE, GL_MODULATE)
- or GL_DECAL
- Dealing with aliasing issues related to the
perspective projection foreshothening -
- glHINT(GL_PERSPECTIVE_CORRECTION, GL_NICEST)
41Environment Mapping
Yoshihiro Mizutani and Kurt Reindel
42Environment Mapping II
- Put texture on a highly reflective object by
picking up texture from the environment in which
the object is immersed. - Realized as two-step process
- Project the environment (excluding the object)
onto an intermediate surface. - Place object back, and map texture from
intermediate surface to object
43Environment Mapping III methods
- Sphere mapping
- Supported directly by OpenGL
- Cube mapping
- Supported by the NV GeForce 256 GPU
- OpenGL extension EXT_texture_cube
44Sphere Mapping
- Blinn and Newells method for each environment
mapped pixel compute the (viewer) reflection
vector
NV Technical Brief Perfecct reflections and
Specular .
45Blinn-Newell problems
- Borders
- Singularities at the poles (convergence)
46Cubic mapping
- Intrtoduced by Greene in 1986.
- O mapping put a camera in the environment center
and then project the environment onto the sides
of a cube centered at the camera position.
Amounts to six scene renderings. - More uniform sampling then B-N
- The normalized reflection vector determines which
face to use for texturing. - The reflection vector component with larges abs
value determines the side e.g. -0.2,0.5,-0.84
selects the Z face
47Bump mapping
- 2D Texture map creates odd looking rough surfaces
- Bump mapping texture map that alters surface
normals. - Use texture array to set a function which
perturbs surface normals - Altered normals match a bumpy surface
- Applying illumination model to the new normals
shades the bumps correctly
48Bump mapping
- Bump map is in texture array d(s,t) ltlt 1
- p point on the surface corresponding to texture
- coordinates s,t.
- N the normal at p
- p the bump point for p
- p p d(s,t)N
- We actually do not bump the surface, just the
- normal at p.
- N the normal at p . This normal used by the
- illumination model at p.
-
49Bump mapping
- How to get N
- given two vectors tangent to the bumpy
- surface, N is their cross product
- The two vectors follow from the partial
- derivatives of the p equation wrt u,v
- p p d(s,t)N
-
- These partial derivatives expressed in terms of
the derivatives of d(s,t) as s,t change