Hello, together.
So welcome for computer graphics.
We are right now speaking about the topic
or briefly started with the topic of texture mapping.
And the idea of texture mapping is very simple.
So as an example, you can see this simple scene here.
Here you see a number of objects rendered
by the state of the art that you learned
or that you had up to now.
So on the objects, we have lighting
resulting in this shading here on the objects that also help
us to perceive the shape of these objects.
And what we want to apply now are textures.
So textures are sorts of images that are applied to the surfaces.
And these textures change material parameters
of the surfaces.
So in the typical way, that means, for instance,
that the diffuse color of an object
is not constant for the entire object,
but instead is defined by such an image that
is glued on the object.
And it doesn't have to be diffuse.
It could also be specular or the specular exponent
or whatever.
You can imagine many things here.
You can also apply maybe multiple textures and so on.
This is what we call texture mapping.
And of course, the idea is clear.
You want to have simple geometry that looks visually interesting
by applying these textures.
And you can use such textures also maybe to fake geometry.
For instance, if you look at these walls here,
they have all these tiny holes in them.
And of course, it would be possible to model that.
But for that room, that would mean
to model whatever, how many thousands of little holes
and to generate lots of triangles.
But for many applications, it's just
enough to take a photograph of a few of these holes
and then to apply them as textures.
That makes things much faster.
And for most views, it's absolutely sufficient.
You won't notice the difference.
OK.
Yeah, so textures are, we can interpret them as functions
that for every point on a surface,
generate or deliver a certain part, a certain value
for our reflectance models.
So it could be color information that controls the diffuse color
or whatever.
Presenters
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Dauer
01:18:24 Min
Aufnahmedatum
2013-12-05
Hochgeladen am
2019-04-06 00:19:04
Sprache
de-DE
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Graphik Pipeline
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Clipping
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3D Transformationen
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Hierarchische Display Strukturen
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Perspektive und Projektionen
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Visibilitätsbetrachtungen
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Rastergraphik und Scankonvertierung
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Farbmodelle
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Lokale und globale Beleuchtungsmodelle
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Schattierungsverfahren
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Ray Tracing und Radiosity
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Schatten und Texturen
- P. Shirley: Fundamentals of Computer Graphics. AK Peters Ltd., 2002
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Hearn, M. P. Baker: Computer Graphics with OpenGLD. Pearson
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Foley, van Dam, Feiner, Hughes: Computer Graphics - Principles and Practice
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Rauber: Algorithmen der Computergraphik
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Bungartz, Griebel, Zenger: Einführung in die Computergraphik
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Encarnação, Strasser, Klein: Computer Graphics