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2022-11-25

The Quest of Visual Realism


Computer Graphics
Dariusz Sawicki

Texture wireframe model + shading + texturing and shadow


+ hidden surface elimination

hippo created by Jeremy Birn


pictures from http://www.3drender.com/jbirn/productions.html
for educational purpose only

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Introduction Why texture mapping is used

• Texture – usage in visual realism improvement How to model material properties – optical appearance ?
• Textures – features and types
• Mapping onto a surface • Model the exact micro-geometry, all material property to
• Sampling problem, filtering and aliasing control the look and feel of a surface.
• MIP mapping – Difficult, computationally expensive.
• Bump mapping
• Displacement mapping • Use texture mapping as a more practical approach.
• Environmental mapping
• Deformation – warping and morphing
• Bibliography

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The Quest of Visual Realism Features that texture can model

Hippo
created by Jeremy Birn ● Color (and pattern – as „wallpaper") on the surface of
material
● Properties of local geometrical features (material and
technological) – e.g. normal vector
● Properties of local optical features (reflection and
refractions)
● Transparencies
● Shadows

used for educational purpose only


from http://www.3drender.com/jbirn/prodctions.html

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A procedural/functional description of
Texture generation
the texture

F(u,v) – continuous or discrete function of: ● The kinds of description


• R(u,v), G(u,v), B(u,v) – color space – procedural, functional,
• I(u,v) – luminance – table of parameters – map of parameters/color
• index(u,v) – appearance (pictures),
• alpha(u,v) – transparency (indirectly !)
• normals(u,v) – surface shape as bump map ● The kinds of generation
(indirectly !) – deterministic (macroscopic texture),
• surface_height(u,v) – surface shape as displacement – stochastic (microscopic texture).
map (indirectly !)
• reflection(u,v) – environment map

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The basic problems of texture usage Texture reproduction

● Parameterization – domain of texture reproduction


● Pattern and texture generation, acquiring onto the object surface
– in space of object,
● Mapping of the texture (geometrical) – in space of world,

● Sampling and filtering of the texture ● Projection – object reproduction onto the viewing
space (screen space)

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Types of texture How to realize mapping process

• Direct mapping
● One dimensional (e.g. simulation – Use simple affine transformation (rotation, scaling,
of the rock color changes – in the translation) to adjust the position.
cross section) – Map onto proper surface
Copper ball – one dimensional
mapping of the color

● Two dimensional (e.g. surface of


the water, wallpaper) • Two-Part Texture Mapping – E.Bier and K.Sloan (1986)
idea
● Three dimensional – Map from texture space to intermediate space
(e.g. wood – three dimensional (sphere, cylinder)
properties) Marble ball – 2D mapping of the – Map from intermediate space to object space
pattern and light distribution
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Texture – simple examples Texture mapping and filtering

Improved algorithm:
• Use texture map as regular grid of texels (smallest part of
texture in parameters’ space), reconstruct „continuous
texture” function using low pass filtering
• Map „continuous texture” onto object’s surface
• Create view of object (proper perspective
projection/transformation – using e.g. RT)
Photo of Metropolitan Picture of wall Wooden mosaic • Filter (low-pass) resulting continuous function according to
building mapped onto sphere desired image resolution (avoid aliasing)
2D pattern duplicated on the surface and
mapped onto sphere • Sample filtered continuous image at pixel positions

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Problems of texture mapping -


Naive texture mapping
SOLUTION

• Use texture map as an image in (u,v) space MIP-mapping


• Calculate proper parameterization or projection MIP: (latin) Multum In Parvo – many things in a small place
• Map (u,v) texture space onto object surface
• Store not one texture image, but set of images in
different scale (resolution from level to level varies by
Problem: factor of two: 2x, 4x, ...)
• How to transform pattern of the texture without quality • Texture on every level is correctly prepared (correctly
loosing? filtered) for its resolution (!)

MIP-mapping introduced Lance Williams in 1983

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Why naive ??? MIP-mapping I

Chessboard as a mapped texture.

Naive mapping – artifacts. Improved mapping.


1:1 1:2 1:4 1:8
Antialiasing problem. Filtered artifacts.

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MIP-mapping II Bump mapping III

Appearance changes caused by bump mapping

Set of MIP-maps for stone texture


in deterministic way in stochastic way
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Bump mapping I Displacement mapping I


Introduced by Blinn in 1978.
In bump mapping normal vectors are
Allows geting the view of surface with modified shape inconsistent with actual geometry.
without modifying the geometry of the surface. - problems:
shadows, silhouettes
• In real object small local changes of lighting (reflectance)
occurs due to the local change of shape.
Displacement mapping affects
• In bump mapping due to the change of surface normal vector. the surface geometry.

There are the real


displacements of the points
on the surface.
This way there is the real
change of shape.
Pictures from
Blinn’s paper
used only in
educational purpose
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Bump mapping II Displacement mapping II

An attempt of using displacement mapping in shape


modeling (not only as a texture !!!)

a) The original surface and his normal vectors


b) Local distortion (bump)
c) Bump mapped onto the surface
Pictures with displacement mapping application worked out by

d) Modified normal vector by distortion, with reference Aleksandra Wójcik and Bartosz Papis

to original surface
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Environment Mapping Deformation in Computer Graphics

• Object deformation (model at the scene)


• Environment mapping produces reflections on • View deformation (projection)
shiny/polished objects
– Object that reflects surrounding textures to the • Warping
observer direction – Process of digitally manipulating an image to change
– Texture is distorted fish-eye like view of environment position and/or color of selected pixels (part of image).
• Texture is transferred in the direction of the reflected ray Affine transformation and/or texture mapping with
from the environment map onto the object coordinate interpolations can be used.
• Morphing
Environment mapping is called also reflection mapping – Creation process of the set of image using warping.

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Environment Mapping Warping I

Reflection mapped onto robot


surface – Terminator 2

Light map and reflection mapped


onto teapot surface pictures from
http://www.debevec.org/ReflectionMapping/ Author’s photo (in the middle) and two examples of the warping
One of the first example created by for educational purpose only used to modification of the facial expression. Yellow – original,
Blinn and Newell in 1976 blue – changed line of the mouth.
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Deformation of real objects Warping II

• Living nature
• Nature – inanimated objects
• Artificial objects

• Natural development processes


• Influence of the outer factors
• Mechanical processes
Warping worked out by Łukasz Stelmach

• ...
Can wolf become a donkey?
Of course, as a warping application.

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Morphing example

From A to Z in seven steps.

Morphing worked out by Łukasz Stelmach

Staging models in car collection.


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Bibliography (additionally)

• Dorsey J., Rushmeier H., Sillion F.: Digital Modeling of


Material Appearance, Morgan Kaufmann 2008.
• Ebert D.S. (at all): Texturing & Modeling. A Procedural
Approach, Morgan Kaufmann 2003.
• Watt A.: 3D Computer Graphics, Addison-Wesley Publ.
Co. 2000.
• Wolberg G.: Digital Image Warping, IEEE Computer
Society Press 1990.
• Pharr M., Humphreys G.: Physically Based Rendering,
from Theory to Implementation, Morgan Kaufmann 2004.

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