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- Path: sparky!uunet!utcsri!dgp.toronto.edu!lansd
- Newsgroups: comp.graphics
- From: lansd@dgp.toronto.edu (Robert Lansdale)
- Subject: Fire sale: Interesting thesis/tutorial on 2D texture mapping
- Message-ID: <1992Nov9.182433.9021@jarvis.csri.toronto.edu>
- Organization: CSRI, University of Toronto
- Distribution: na
- Date: 9 Nov 92 23:24:33 GMT
- Lines: 194
-
- I have available 11 remaining copies on my master's thesis that are currently
- taking up wasted space in my office. I'll let each go for (US$) $15 to cover
- the costs of copying, binding and shipping. Please email me to reserve a copy
- (lansd@dgp.toronto.edu).
-
- The thesis deals with the 2d texture mapping process, from simplistic basics
- to state-of-the-art resampling techniques (texture anti-aliasing). Readers
- with little knowledge of 2d texture mapping will find the conceptual
- tutorials easy to comprehend and informative, while the new research material
- will hopefully spur on the experts to try out the new filtering techniques in
- their own renderers.
-
- This list describes some of the interestings aspects of the thesis:
-
- - 163 pages, double sided, single spaced
- - 59 complex diagrams and images
- - A thorough overview of the 2d texture mapping process (72 pages). The
- tutorial/discussion begins assuming that the reader knows little about
- texture mapping and slowly progresses through to advanced 2d texture
- resampling.
- - Discussions, explanations and comparisons of all 2d anti-aliasing
- (resampling) techniques.
- - How robust 2d texture mapping and resampling was integrated into a
- production-quality scanline renderer.
- - Two detailed chapters on two new texture resampling techniques (EWA &
- NIL). This includes theory, implementation and results, as well as
- "do-it-yourself" sections.
- - An appendix describing parametric curves & surfaces from a
- programmer's (intuitive) viewpoint rather than a mathematicians
- viewpoint.
- - An appendix describing in detail how to add depth-of-field, motion
- blur and stochastic anti-aliasing effects to a _scanline_ renderer.
- This augments existing research which implements these techniques uses
- distributed ray tracing or zbuffer algorithms.
-
- The table of contents and the abstract of the thesis follow:
-
- Table of Contents
- =================
-
- 1. The texturing process
- 1.1 Applications of texturing to computer graphics
- 1.2 The texturing process
- 1.2.1 Texture function selection
- 1.2.2 The texture "map" derivation
- 1.2.3 Texture distortion control
- 1.2.4 Rendering textured surfaces
- 1.3 Extended applications of texture filtering
-
- 2. Surface parameterizations, geometric mappings, and accurate texture rendering
- 2.1 Composing the compound texture map matrix
- 2.1.1 Derivation of the surface parameterization
- 2.1.2 Induced geometric surface parameterization
- 2.1.3 The projective surface parameterization
- 2.1.3.1 Computing an induced projective surface parameterization
- 2.2 Interpolation anomalies in a scanline renderer
- 2.2.1 Corrective solutions to interpolation anomalies
- 2.2.2 Retrofitting a scanline renderer for accurate texturing
- 2.3 Summary
-
- 3. The Texture Resampling Process
- 3.1 The texture resampling problem
- 3.2 Resampling in the 1d domain
- 3.2.1 Introduction to aliasing in 1d signals
- 3.2.2 An overview of 1d signal processing
- 3.2.2.1 Filtering basics
- 3.2.2.2 Reconstruction filters
- 3.2.2.3 Discrete convolution
- 3.2.3 A naive implementation of 1d signal resampling
- 3.2.4 The ideal resampling process in 1d
- 3.3 Extension to 2d filtering
- 3.4 2D Resampling introduction
- 3.4.1 The screen-space-based ideal 2d resampling process
- 3.4.2 The texture-space-based ideal resampling process
- 3.4.2.1 Space-invariant filtering
- 3.4.2.2 Space-variant filtering
- 3.5 Approximating the ideal resampling process
- 3.5.1 Space-variant filtering with direct convolution
- 3.5.1.1 Non-uniform resampling with direct convolution
- 3.5.1.2 Retrospective on direct convolution
- 3.5.2 Constant-time direct convolution techniques
- 3.5.2.1 The MIP mapping technique
- 3.5.2.2 The summed-area table technique
- 3.5.3 Non-uniform resampling with ideal supersampling
- 3.5.4 Supersampling
- 3.5.4.1 Adaptive supersampling
- 3.5.4.2 Stochastic sampling
- 3.6 Preview of the EWA and NIL filtering techniques
- 3.7 Summary
-
- 4. The Elliptical Weighted Average Filter
- 4.1 The EWA resampling filter
- 4.2 Overview of the EWA filtering technique
- 4.2.1 Operation of the EWA filter
- 4.2.2 Example run-through of the EWA filter
- 4.3 Implementation of the EWA in a scanline renderer
- 4.4 EWA filter extensions
- 4.5 Performance test results
- 4.6 Shortcomings of the EWA filter
- 4.7 Extending EWA for use with arbitrary filter functions
- 4.8 Future work
- 4.9 Summary
-
- 5. NIL - Constant-time, Space-Variant filtering
- 5.1 Introduction to the NIL filtering process
- 5.1.1 Providing for Oddly-shaped convolution mask regions
- 5.1.2 Example use of the NIL filtering technique
- 5.2 Extensions to the NIL filtering algorithm
- 5.2.1 Extending NIL into a unified resampling technique
- 5.2.2 Improving the convolution mask area approximation
- 5.2.3 New patch subdivision techniques
- 5.3 Applying NIL to the checkerboard test image
- 5.4 NIL as a "texture manipulation" tool
- 5.5 Future work
- 5.6 Summary
-
- 6. Conclusions
- 6.1 Comparison of the MIPmap, Supersampling, EWA & NIL techniques
- 6.2 Future work
- 6.3 Retrospective
-
- A. Example Images using explicit and induced surface parameterizations
- A.1 Image 1
- A.2 Image 2
-
- C. The 2D-3D projective surface parameterization algorithm
-
- D. Reparameterizing the 4x4 orthographic projection matrix into a 4x3 matrix
-
- E. The Fourier Transform
-
- F. Fourier Convolution
-
- G. Parametric curves and surfaces
- G.1 Parametric curves
- G.1.1 Example application of an Order 2 (bilinear) curve
- G.2 Parametric surfaces
-
- H. Integration of NIL into a scanline renderer
-
- I. Application of an accumulation buffer in a scanline renderer
- I.1 Depth-of-field effects
- I.2 Stochastic and supersampled anti-aliasing
- I.3 Motion blur
-
- ============================================================================
-
- Abstract
- ========
-
- Texture mapping is a popular rendering technique used in three-
- dimensional computer graphics. It allows textures represented as digital
- images to be mapped across surfaces in a 3D scene, providing a simple
- method for adding realistic detail to computer generated imagery. The
- process of transforming a discrete 2D texture image onto a 3D surface
- and subsequently onto the 2D projection window (the screen) is called image
- resampling. Deformations applied to the texture image during this process
- often lead to visual artifacts in the textured surface, many of which
- result from frequencies in the transformed texture image too high for the
- output display to reproduce. These artifacts can be removed by filtering
- the texture in accordance with digital signal filtering theory.
-
- Texture filtering removes high frequencies from the texture image before it
- is resampled to the screen. Since this tends to be an expensive operation,
- researchers have developed several cost effective, constant-time
- techniques. These techniques allow the filtering operation to be
- performed in a bounded number of accesses to the texture image,
- independent of the image's size. However, approximations of the ideal
- filtering process with low quality, space-invariant filter functions
- tend to produce poor results.
-
- The major contribution of this thesis is the adaptation and
- implementation of two recently published high-quality, space-variant,
- constant-time filtering techniques into the author's scanline
- rendering system. These are the "Elliptical Weighted Average Filter" by
- Greene and Heckbert and the "NIL Constant-Time Space-Variant Filter" by
- Fournier and Fiume.
-
- A second significant contribution of this thesis is the
- development of stable surface parameterizations for projective
- and affine mappings. The solutions presented are applicable both
- to texture mapping and to other applications. The thesis also
- provides a thorough overview of all phases of the texture mapping process,
- including a tutorial of 1D and 2D filtering theory, and a detailed
- review of existing filtering techniques. An appendix describes how
- uniform and stochastic supersampling, depth-of-field and motion blur
- were accommodated in a scanline renderer with the addition of an
- accumulation buffer.
-
- --
- Robert Lansdale - (416) 978-6619 Dynamic Graphics Project
- Internet: lansd@dgp.toronto.edu Computer Systems Research Institute
- UUCP: ..!uunet!dgp.toronto.edu!lansd University of Toronto
- Bitnet: lansd@dgp.utoronto Toronto, Ontario M5S 1A4, CANADA
-