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a method for adding detail, surface texture, or color to a computer-generated graphic or 3D model
a method for adding detail, surface texture, or color to a computer-generated graphic or 3D model
wallpaper on wall
a method for adding detail, surface texture, or color to a computer-generated graphic or 3D model
wallpaper on wall
does not affect the "smoothness" of a surface but only changes colors.
a method for adding detail, surface texture, or color to a computer-generated graphic or 3D model
wallpaper on wall
does not affect the "smoothness" of a surface but only changes colors. 3D graphics was pioneered by Dr Edwin Catmull in his Ph.D. thesis of 1974.
a method for adding detail, surface texture, or color to a computer-generated graphic or 3D model
wallpaper on wall
does not affect the "smoothness" of a surface but only changes colors. 3D graphics was pioneered by Dr Edwin Catmull in his Ph.D. thesis of 1974.
current president of Walt Disney Animation Studios and Pixar Animation Studios.
The process involves the mathematical mapping of the texture from one domain to another. All of the methods require the knowledge of the 3D World Device Coordinates (WDC), i.e., the X, Y, Z value of the surface to be texture mapped. In ray tracing, this would be the object - ray intersection point.
2D texture domain
texture map => two dimensions (u, v) mapped to a 3D object For each point in three dimensional space (x, y, z), we must find the corresponding point in the 2D texture map space and color the 3D point with the value from the texture map.
3D texture domain
texture map => three dimensions, T(x,y,z) mapped to a 3D object For each point in three dimensional space we must find the corresponding point in the 3D texture map space and color the 3D point with the value from the texture map. Note that for ray traced images, the intersection point is the 3D world point to use in the procedural texture.
Texture size and orientation are fixed They are unrelated to size and orientation of polygon cookie cutter effect
BUMP MAPPING
technique in computer graphics for simulating bumps and wrinkles on the surface of an object
technique in computer graphics for simulating bumps and wrinkles on the surface of an object texture is used to perturb the normal, and using the perturbed normal during lighting calculations.
technique in computer graphics for simulating bumps and wrinkles on the surface of an object texture is used to perturb the normal, and using the perturbed normal during lighting calculations. first introduced by James Blinn in 1978
Bump maps
an array of values that represent an object's height variations on a small scale.
the brightness of each pixel represents how much it sticks out from the surface
realism
1. Look up the position on the heightmap that corresponds to the position on the surface. 2. Calculate the surface normal of the heightmap. 3. Add the surface normal from step two to the geometric surface normal 4. Calculate the interaction of the new "bumpy" surface with lights in the scene
FIN