Hello, and welcome for our computer graphics lecture.
So we started last week with a very interesting problem,
I would say, in computer graphics
that is related to the rendering of textures.
And just to remember what we were speaking about,
so let's look at this simple example.
It's an infinite plane or a very large plane.
And we applied a texture which has this checkerboard pattern.
So that's very simple.
We learned how to do that, that we
have to assign texture coordinates to know
how this mapping happens.
And here in the front area, we are also fine.
But now something interesting happens.
As soon as we go backwards, where we come to a region then
where this original texture is minified.
That means the single texels become
smaller than a single pixel in the final image.
These checkerboards become so small
that they become smaller than a single pixel.
And then something very weird happens.
And almost random patterns appear if you animate this.
So if you move around with a camera in that example,
it is not that you have a slowly moving pattern.
But this really starts flickering.
And it looks almost random.
OK.
And now, yeah, that's an interesting problem.
And so we looked at this a bit more, yeah,
with a bit more detail.
And of course, when thinking a little bit about it,
it is clear that this problem must happen.
So if we look at that example, for instance,
so it's a kind of 2D version of that.
So we look at a single scan line.
This scan line has single pixels.
So these are the pixels of the scan line.
And during rendering, always the color
at the center of these pixels is evaluated.
So the rendering happens by determining the color
at the center of the single pixels.
That's important.
But that's how it typically happens.
What scan line and whatever does, yeah, a fragment shader
is evaluated at the center of a pixel and so on.
So that's the typical way that happens.
And now we render this object here onto this scan line.
So here we are in the magnification
in the near region.
So that would be an example.
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01:24:57 Min
Aufnahmedatum
2013-12-10
Hochgeladen am
2019-04-06 03:59:05
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