Advanced Texturing: Stupid Texture Tricks
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Transcript of Advanced Texturing: Stupid Texture Tricks
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Advanced Texturing:Stupid Texture Tricks
David Luebke
University of Virginia
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Recap
A point sprite is a screen-aligned textured quad placed by rendering a single vertex
A billboard is a textured (usually) quad that (usually) rotates to face the viewer– Performer demo, Far Cry demo– Billboard clouds
An imposter is a billboard created on the fly to “cache” rendered imagery– Sometimes also refers to just a textured LOD
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Recap
A depth texture affects and is affected by the depth buffer– NV_DEPTH_TEXTURE demo
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Imposters Continued
Depth meshes– UNC MMR system– Imposters for urban environments
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Billboards cont.
Can represent an entire object with just billboards!– Common trick for trees– Billboard clouds apply idea to other (all) objects
– Trick is to compute these automatically…
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Multitexturing
Modern hardware can read from multiple textures at once, even with mipmapping
Detail texturing Light mapping Bump mapping
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Textures:Other Important Stuff
Render to texture Environment maps
– Simplest approach: sphere map– Hardware supports cube maps
Shadow maps– Basically, a depth texture from the point of
view of a light source– More later
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Textures:Still More Stuff
Normal maps– Gloss maps, reflectance maps, etc
Generally:– Think of textures as global memory for
fragment programs, w/ built-in filtering– Soon (next-gen hardware) will be able to
access textures in vertex programs too
Deferred shading Projective texture mapping
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Next topic: Cg
Many of the tricks we discuss in this class do not depend on programmable graphics hardware
But, most are easier to implement this way!
So, the next topic is a brief intro to Cg– My apologies to those of you who’ve seen this– My apologies to those of you who haven’t.