Lecture 004

Texture Mapping

Texture Mapping: We first parameterize the surface into UV. In texture mapping, we no longer care about the actual geometry. So that we only associate UV to each pixel in texture.

Parametric Spheres

Parametric Spheres

Parametric Cylinders

Parametric Cylinders

Parametric Toruses

Parametric Toruses

Binlinear Patches

Binlinear Patches

Bicubic Patches

Bicubic Patches

There are a few ways to create UV:

Planar Projection

Planar Projection

Cubical Projection

Cubical Projection

Spherical Projection

Spherical Projection

Cylindrical Projection

Cylindrical Projection

Combining Projections

Combining Projections

UV Parameterization - Daniele Panozzo

UV Parameterization - Daniele Panozzo

UV Texturing

UV Texturing

Texture Lookup

Different Interpolations

Different Interpolations

Deals with Interpolation: magnification

Deals with texture too small:

Deals with texture too big: minification

Texture Reflectance Properties

We can use map to look up for:

Displacement Map

Displacement Map

Displacement Map Calculation

Displacement Map Calculation

People also use all different technologies to capture environment maps:

Low Tech

Low Tech

Mid Tech

Mid Tech

High Tech

High Tech

We can store environment maps as:

Other Parameterization of Environment Map

Other Parameterization of Environment Map

You can get some maps Here or the originals Here and Here

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