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Volumetric Texture Mapping

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Presentation on theme: "Volumetric Texture Mapping"— Presentation transcript:

1 Volumetric Texture Mapping
Texture Mappings 9/11/2018 Volumetric Texture Mapping Solid Texturing of Complex Surfaces/Darwyn R. Peachey (SIGRAPH’85) An Image Synthesize/Ken Perlin (SIGRAPH’85) Computer Graphics Gil Zigelman

2 Principles The volumetric texture mapping involves a 3D function r which gives for each point P the color of P: r = r(x,y,z) In a rendering process, for each point P(x0,y0,z0) of the object’s surface to display, one computs the color at this point: r(x,y,z) Computer Graphics

3 Principles - cont. This color is the color of the object before any illumination effect. example: Computer Graphics

4 Transformations When an object with a volumetric texture mapping is transformed (translation, rotation or scaling), the volumetric texture mapping function must also be transformed. The function r must follow the transformations of the object. Computer Graphics

5 Example Translation of the object without any change in the volumetric texture mapping function: Computer Graphics

6 Effects Bombing A fixed number of bubbles is generated. Each bubble has a radius, and a location in the space which are chosen randomly. For each point of the object’s surface which is displayed, one verifies if the point belongs to one of the bubbles. If the point belongs to one of the bubbles, the point is displayed in the bubble’s color Computer Graphics

7 Effects - Cont. Otherwise, the point is displayed in the object’s color. Example: Computer Graphics

8 Bombing - Example Computer Graphics

9 Effects - Cont. Wood The function r is an orthogonal projection of a set of concentric circles. Eample: Computer Graphics

10 Wood - Examples Computer Graphics

11 Wood - Examples Computer Graphics

12 Effects - Cont. Boring Marble The function is a sinus: (sin(x),y,z)
Computer Graphics

13 Function Noise The function Noise returns a scalar for all point P(x,y,z). Such a function is defined as follows: For each x,y,z in Z (x, y and z are integers): H(x,y,z) = d (d is a randomly chosen value) If (x,y,z) are all integers: Noise(x,y,z) = H(x,y,z) Otherwise: Noise(x,y,z) = interpolation of neighbouring H(x,y,z) Computer Graphics

14 Function Noise - Cont. Computer Graphics

15 Function DNoise The function Dnoise is the differential of the function Noise: Dnoise(x,y,z) = (dNoise/dx, dNoise/dy, dNoise/dz) Computer Graphics

16 Function Turbulence function turbulence(p) t=0 scale=1
while (scale>pixelsize) { t+=abs(Noise(p/scale)*scale) scale/=2 } return t Computer Graphics

17 More Effects Marble The marble effect is obtained using the function turbulence: function marble(point) x=point[1]+turbulence(point) return marble_color(sin(x)) Computer Graphics

18 Marble - Examples Computer Graphics

19 Marble - Examples Computer Graphics

20 More Effects Simple: Bumpy surface: color=white*Noise(point)
normal+=Dnoise(point) Computer Graphics

21 Spotted Donut Computer Graphics

22 Example - Bumpy Donut Computer Graphics

23 Another Example... color = Colorful(Noise(k*point)) Computer Graphics

24 Example - Art Glass Computer Graphics

25 Example - Corona Computer Graphics


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