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- toolbox/documents/textureMapping README
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- papers on the intricacies and tricks of implementing texture mapping
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- `!' indicates new or updated as of version 4.2
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- ! shadows+light.ps "Fast Shadows and Lighting Effects Using Texture Mapping"
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- ABSTRACT: Generating images of texture mapped geometry
- requires projecting surfaces onto a two-dimensional
- screen. If this projection involves perspective, then a
- division must be performed at each pixel of the
- projected surface in order to correctly calculate texture
- map coordinates.
- We show how a simple extension to perspective-correct
- texture mapping can be used to create various lighting
- effects. These include arbitrary projection of two-
- dimensional images onto geometry, realistic spotlights,
- and generation of shadows using shadow maps. These
- effects are obtained in real time using hardware that
- performs correct texture mapping.
- CR Categories and Subject Descriptors: I.3.3 [Computer
- Graphics]: Picture/Image generation; I.3.7 [Computer
- Graphics]: Three-dimensional Graphics and Realism -
- color, shading, shadowing, and texture
- Additional Key Words and Phrases: lighting,
- texture mapping
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- NOTE: accompanying src implementation to this is in
- toolbox/src/demos/REALITY/fastshadows.
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- ! texmap.ps "Texture Mapping as a Fundamental Drawing Primitive"
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- ABSTRACT: Texture mapping has traditionally been used to
- add realism to computer graphics images. In recent
- years, this technique has moved from the domain of
- software rendering systems to that of high performance
- graphics hardware.
- But texture mapping hardware can be used for many more
- applications than simply applying diffuse patterns to
- polygons.
- We survey applications of texture mapping including
- simple texture mapping, projective textures, and image
- warping. We then describe texture mapping techniques for
- drawing anti-aliased lines, air-brushes, and anti-aliased
- text. Next we show how texture mapping may be used as a
- fundamental graphics primitive for volume rendering,
- environment mapping, color interpolation, contouring, and
- many other applications.
- CR Categories and Subject Descriptors: I.3.3 [Computer
- Graphics]: Picture/Image Generation; I.3.7 [Computer
- Graphics]: Three-Dimensional Graphics and Realism -
- color, shading, shadowing, texture-mapping, line drawing,
- and anti-aliasing
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- GeomImgTrans.ps "Interactive Geometric Image Transformation Using Texture
- Mapping"
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- ABSTRACT: General-purpose computer graphics computer
- workstation technology is rapidly displacing more
- traditional "black box" image processing solutions. One
- core computer graphics technology that is driving this
- trend is "texture mapping."
- In recent years, the technique of texture mapping has
- moved from the domain of software rendering systems to
- that of high performance general-purpose graphics
- workstation hardware. A graphics pipeline incorporating
- a texture mapping (image resampling) engine is a state-
- of-the-art geometric image transformation engine.
- Shown here is how an advanced form of texture mapping,
- called "projective texture", can be used to interactively
- perform a full range of traditional geometric image
- processing tasks as well as enabling a wide range of new
- techniques. These include arbitrary projection of two-
- dimensional images onto geometry, realistic
- lighting/transmission effects, and generation of shadows
- using shadow maps. These effects are obtained in real
- time using hardware that performs correct projective
- texture mapping.
- CR Categories and Subject Descriptors: I.2.0 [Image
- Processing]: Geometric Image Transformation; I.3.3
- [Computer Graphics]: Picture/Image Generation; I.3.7
- [Computer Graphics]: Three-Dimensional Graphics and
- Realism - color, shading, shadowing, and texture
- Additional Key Words and Phrases: warping,
- texture mapping
- GeomImgTrans.showcase: the one-page of Figures 3 thru 7 accompanying the
- 4-pages of text in GeomImgTrans.ps.
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- VolRen+Recon.ps "Accelerated Volume Rendering and Tomographic
- Reconstruction Using Texture Mapping Hardware"
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- ABSTRACT: Volume rendering and reconstruction centers
- around solving two related integral equations: a volume
- rendering integral (a generalized Radon transform) and a
- filtered backprojection integral (the inverse Radon
- transform). Both of these equations are of the same
- mathematical form and can be dimensionally decomposed and
- approximated using Riemann sums over a series of
- resampled images. When viewed as a form of texture
- mapping and frame buffer accumulation, enormous hardware
- enabled performance acceleration is possible.
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- SciTex.showcase "Texture Mapping in Technical, Scientific and Engineering
- Visualization". This paper, and its accompanying source
- code, live in ../../src/exampleCode/SciTex.
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- As of today, texture mapping is used in visual simulation
- and computer animation to reduce geometric complexity
- while enhancing realism. In this report, this common
- usage of the technology is extended by presenting
- application models of real-time texture mapping that
- solve a variety of visualization problems in the general
- technical and scientific world, opening new ways to
- represent and analyze large amounts of experimental or
- simulated data.
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- The topics covered in this report are:
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- * Abstract definition of the texture mapping concept
- * Visualization of properties on surfaces by color coding
- * Information filtering on surfaces
- * Real-time volume rendering concepts
- * Quality-enhanced surface rendering
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