Texture Mapping

本文深入探讨了纹理映射的概念及其在不同维度领域的应用,包括一维、二维和三维纹理域如何映射到三维世界设备坐标系中,并转化为二维物理设备坐标系。同时介绍了反射映射技术,通过渲染场景并将其转换为纹理映射,以模拟全局光照效果,实现一种简单的反射效果。文中还展示了Pixar Shutterbug图像实例,以直观呈现这些技术的应用。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

Texture Mapping

Texture mapping is the addition of a separately defined texture or pattern to a surface (e.g. wall-paper on wall). This does not affect the "smoothness" of a surface but only changes colors. 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. In scan-line graphics it is more complicated since the objects are converted to Physical Device Coordinates and then scan-converted.

We can categorize texture mapping by the dimensionality involved as follows:

1-D texture domain -> 3-D(WDC) -> 2-D (PDC)
2-D texture domain -> 3-D(WDC) -> 2-D (PDC)
3-D texture domain -> 3-D(WDC) -> 2-D (PDC)

One-Dimensional texture domain

Two-Dimensional texture domain

Three-Dimensional texture domain

A Pixar Shutterbug image with texture mapping. Notice that the surface still appears smooth.


Reflection Mapping

Reflection mapping is a method of simulating a global illumination model in scan line rendering. First the scene is rendered from the view point of the surface to be mapped. Next, this image is turned into a texture map, which is then mapped to the surface. Note that this only does a "one bounce" reflection, whereas true global illumination algorithms, such as ray tracing, will do multiple bounces.

Here is a Pixar Shutterbug image with reflection mapping.


Surface Mapping
HyperGraph Table of Contents.
HyperGraph Home page.

Last changed November 03, 1999, G. Scott Owen, owen@siggraph.org

关闭提示 关闭

确 认 取 消
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值