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1 Advanced Graphics Programing Techniques Using OpenGL Section 6 Texture Mapping (page 40 77) 1

2 6 Texture Mapping(1) 2

3 6 Texture Mapping(2) ( ) ( ) OpenGL 3

4 6.1 Texture Basics 4

5 6.1.1 The Texture Image(1) (texel: texture elements) 1D, 2D, 3D(OpenGL1.2), 4D(SGI ) glteximage{1, 2, 3}D OpenGL TIFF, JPG 5

6 6.1.1 The Texture Image(2) glcopyteximage2d 2 6

7 6.1.1 The Texture Image(3) (OpenGL1.1) -> GL_LUMINANCE 16 -> GL_RGB4 7

8 6.1.2 Texture Coordinates(1)

9 6.1.2 Texture Coordinates(2) 3 (s, t, r, q) s t r, q 9

10 6.1.2 Texture Coordinates(3) [0.. 1] [0.. 1] (clamp): [0.. 1] ( ) (repeat): ( ) OpenGL1.2 clamp to edge 10

11 6.1.2 Texture Coordinates(4) Q. A. ( ) 3D VRML Wavefront OBJ 3D 11

12 6.1.2 Texture Coordinates(5) Sloan, Weinstein, Brederson[90] (intrinsic texture properties) (user-guided highlights) importance map 12

13 6.1.3 Texture Coordinate Generation and Transformation OpenGL ( texgen) ( ) 4x4 13

14 6.1.4 Filtering(1) ( ) 14

15 6.1.4 Filtering(2) OpenGL Magnification(1 ) Minification(1 ) ( ) 15

16 6.1.4 Filtering(3) Magnification 4 Minification 4 ( 8 ) SGIS_texture_filter4 4x4 16

17 6.1.4 Filtering(4) (1) Level-of-Detail(LODs) ( 0) 1x1 17

18 6.1.4 Filtering(5) (2) glubuild{1,2,3}dmipmaps GLU 18

19 6.1.4 Filtering(6) (3) OpenGL LODs ( ) (selecting) OpenGL LOD 19

20 6.1.4 Filtering(7) (4) OpenGL Disable (OpenGL1.0, 1.1) GLU 20

21 6.1.5 Texture Environment(1) (gltex-env 21

22 6.1.5 Texture Environment(2) GL_MODULATE GL_REPLACE( ) GL_DECAL GL_BLEND (imcoming) 22

23 6.1.6 Texture Objects(1) OpenGL texture objects (OpenGL1.1) 23

24 6.1.6 Texture Objects(2) ( ) ( ) 24

25 6.1.6 Texture Objects(3) 32bit glgentexures ( ) GL_TEXTURE_{1,2,3}D glbindtextures (bind) 25

26 6.1.6 Texture Objects(4) glteximage, gltexparameter, glgettexparameter, glgettexlevelparameter, glgettexim-age (1D,2D,3D) 26

27 6.1.6 Texture Objects(5) glbindtexture 27

28 6.1.6 Texture Obejcts(6) :

29 6.2 Multitexture(1) OpenGL (state) 29

30 6.2 Multitexture(2) Quake Unreal (section 10.2) ( 2 ) 30

31 6.2 Multitexture(3) ARB_multitexture (OpenGL1.2.1) Architecture Review Board(ARB) ARB OpenGL OpenGL 31

32 6.2.1 Multitexture API Overview(1) : 2D 0 1D 1 glactivetexturearb(gl_texture0_arb); glenable(gl_texture_2d); glactivetexturearb(gl_texture1_arb); glenable(gl_texture_1d); 32

33 6.2.1 Multitexture API Overview(2) glactivetexturearb gltexgen glteximage2d gltexparametergldisable glgetintegerv glmatrixmode glpushmatrix glpopmatrix 33

34 6.2.1 Multitexture API Overview(3) glgetintegerv GL_MAX_TEXTURE_UNITS_ARB

35 6.2.1 Multitexture API Overview(4) glmultitexcoord2farb(gl_texture0_arb, s0, t0); glmultitexcoord4farb(gl_texture1_arb, s1, t1, r1, q1); glmultitexcoord1iarb(gl_texture2_arb, s2); glvertex3f(x, y, z); 35

36 6.2.1 Multitexture API Overview(5) (vertex arrays) glclientactivetexturearb(gl_texture0_arb); gldisableclientstate(gl_texture_coord_array); glclientactivetexturearb(gl_texture1_arb); gltexcoordpointer(2, GL_FLOAT, 0, tex_array_ptr); glenableclientstate(gl_texture_coord_array); 36

37 6.2.1 Multitexture API Overview(6) (state) push pop push pop glpushattrib glpopattrib glpushclientattrib glpopclientattrib 37

38 6.2.2 Multitexture Texture Environments EXT_multitexture (incoming) 38

39 6.3 Merging Textures with Specular Highlights(1) EXT_separate_specular_color color sum 39

40 6.3 Merging Textures with Specular Highlights(2) (OpenGL1.2) gllightmodeli(gl_light_model_color_co NTROL, GL_SEPARATE_SPECULAR_COLOR); gllightmodeli(gl_light_model_color_co NTROL, GL_SINGLE_COLOR); 40

41 6.3 Merging Textures with Specular Highlights(3) color sum (secondary color) Disable 41

42 6.3 Merging Textures with Specular Highlights(4) EXT_secondary_color glsecondarycolor3fext gldisable(gl_lighting); glenable(gl_color_sum_ext); /* enable color sum with explicit secondary color */ glcolor4f(0, 0.3, 0.5); /* explicit primary color (RGBA) */ glsecondarycolor3fext(1, 1, 0.8); /* explicit secondary color (RGB) */ 42

43 6.4 Texture Borders and Tiling(1) OpenGL ( ) OpenGL 43

44 6.4 Texture Borders and Tiling(2) OpenGL 1 44

45 6.4 Texture Borders and Tiling(3) :

46 6.4 Texture Borders and Tiling(3) 0.0 or % 46

47 6.5 Mipmap Generation(1) glubuild2dmipmaps ( ) 47

48 6.5 Mipmap Generation(2) Mitchell and Netravali (family) ( ) 48

49 6.5 Mipmap Generation(3) GLU (LOD 0)

50 6.5 Mipmap Generation(4) CPU OpenGL GL_LINEAR minification 1/4 ( ) LOD 1 50

51 6.6 Texture Map Limits(1) (vertualize) 51

52 6.6 Texture Map Limits(2) : 52

53 6.7 Anisotropic Texture Filtering(1) OpenGL minification (isotropic) s,t 53

54 6.7 Anisotropic Texture Filtering(2) minification footprint ( ) 1 s t footprint 54

55 6.7 Anisotropic Texture Filtering(3) t ( ) footprint 0 footprint 55

56 6.8 Paging Textures(1) 56

57 6.8 Paging Textures(2) 57

58 6.8 Paging Textures(3) GL_LINEAR [0.0, 1.0] 58

59 6.8 Paging Textures(4) (s,t) 0 3.GL_SKIP_PIXELS GL_SKIP_ROWS glteximage2d 59

60 6.8.1 Texture Subloading(1) 60

61 6.8.1 Texture Subloading(2) GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T GL_REPEAT( ) 61

62 6.8.1 Texture Subloading(3) GL_SKIP_PIXELS GL_SKIP_ROWS gltexsubimage 62

63 6.8.1 Texture Subloading(4) OpenGL (paged)

64 6.8.2 Paging Images in System Memory(1) (offset) 2 64

65 6.8.2 Paging Images in System Memory(2) 2 (roam) 65

66 6.8.3 Implementing High Resolution Textured Terrain(1) clip mapping(tanner, Migdal, and Jones [94]) SGI InfiniteReality SGIX_clipmap 32,768 x 32,768 clip map 66

67 6.9 Transparency Mapping and Trimming with Alpha(1) (matte) 1 0 GL_EQUALS 0 GL_LESS

68 6.9 Transparency Mapping and Trimming with Alpha(2) 0 68

69 6.9 Transparency Mapping and Trimming with Alpha(3) (trim) 69

70 6.10 Billboads(1) 70

71 6.10 Billboads(2) M r Veye = M 1 0 r Vfront = ( 0,0,1) r Vright = ( 0,1,0) r r cos? = Veye V r r sin? = V V front ( ) eye right z R M up +y (MR) 71

72 6.10 Billboads(3) A v r r axis = Vup V r r cos? = Vup V v sin? = axis billboard billboard ( ) MAR z up +y 72

73 6.10 Billboads(4) ( ) A v r r axis = Vup V r r cos? = Vup V v sin? = axis r r Valignment = V alignment alignment billboard r ( V eye r V billboard r ) V eye 73

74 6.11 Rendering Text(1) 2D : : 74

75 6.11 Rendering Text(2) GL_INTENSITY GL_MODULATE e.g. 75

76 6.12 Texture Mosaicing e.g. 76

77 6.13 Texture Coordinate Generation gltexcoord OpenGL 2 OpenGL 77

78 6.14 Color Coding and Contouring(1) 1D % 75% 20% 1D 78

79 6.14 Color Coding and Contouring(2) GL_REPEAT GL_OBJCT_LINEAR GL_EYE_LINEAR 79

80 6.16 Projective Textures OpenGL s,t s,t,r,q q w r 3D OpenGL r=0, q=1 80

81 How to Project Texture(1) ( or ) 3. glulookat,glfrustum,gluperspective 81

82 How to Project Texture(2) OpenGL 82

83 How to Project Texture(3) (NDC) x,y,z -1 1 ( s,t,r ) 83

84 How to Project Texture(4) NDC NDC s,t 1/2 1/2 84

85 How to Project Texture(5) glmatrixmode(gl TEXTURE) glloadidentity( )( ) gltranslatef(.5f,.5f, 0.f) glscalef(.5f,.5f, 1.f) ( NDC ) (glfrustum ) (glulookat ) 85

86 6.17 Enviroment Mapping(1) OpenGL (spherical) 1 86

87 6.17 Enviroment Mapping(2) GL_SPHERE_MAP ( ) Phong section

88 6.18 Image Warping and Dewarping 88

89 6.19 3D Textures s, t, r [0.. 1] 2D 89

90 Using 3D Textures 90

91 6.21 Procedural Texture Generation (filtered noise functions) 91

92 Filtered Noise Function(1) ( -1 1) 1 92

93 Filtered Noise Function(2) value noise gradient noise gradient noise RenderMan shading language 93

94 Generating Noise Functions(1) OpenGL 94

95 Generating Noise Functions(2) value noise gradient noise 95

96 High Resolution Filtering 96

97 Other Noise Functions sparse convolution noise spot noise 97

98 Turbulence(1) OpenGL 1. glaccum(gl_load, 1.0); 2. glaccum(gl_add, -0.5); 3. glaccum(gl_mult, 2.0); 4. glaccum(gl_return, 1.0); glaccum(gl_return, -1.0); 7. GL_ONE step 5 98

99 Turbulence(2) GL_ADD GL_MULT [0, 1] [-1, 1] [0, 1] GL_RETURN 0 GL_RETURN 0 GL_RETURN GL_RETURN 99

100 Example: Image Warping 2D (distort) ( ) 100

101 Generating 3D Noise 2D 3D : 1 64x64x64 r=0.0, r=

102 Generating 2D Noise to Simulate 3D Noise 2D 2D 2D spot noise 2D 3D 102

103 Trade-offs Between 3D and 2D Techniques 3D 3D 2D 103

104 Reference SIGGRAPH '99 Cources Advanced Graphics Programming Techniques Using OpenGL Lighting and Shading Techniques for Interactive Applications 104

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