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Local illumination III: texture mapping
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<h2>
Local illumination III: texture mapping
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<blockquote>
CS 248 - Introduction to Computer Graphics
<br>
Spring Quarter, 1995
<br>
Marc Levoy
<br>
Lecture notes for Tuesday, June 6
<br>
</blockquote>


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<h3>Table of contents:</h3>
<ul>
<li>	Texture mapping
	<ul>
	<li>	<a href="#Coordinate spaces">
		Coordinate spaces</a>
	<li>	<a href="#The compound mapping">
		The compound mapping</a>
	<li>	<a href="#Inverting the compound mapping">
		Inverting the compound mapping</a>
	<li>	<a href="#Resampling">
		Resampling</a>
	</ul>
<li>	What are textures good for?  (slide show!)
	<ul>
	<li>	color - e.g. the kd in a Phong model
	<li>	opacity - can be used for surprising 3D effects
		(Gardner's ellipsoidal clouds)
	<li>	mixing - a selector between two other textures
		or two shading models (Cook's shade trees)
	<li>	bump mapping - the texture perturbs the surface normals
	<li>	displacement mapping - the texture perturbs the
		surface geometry (also in Cook's shade trees)
		<br>
		<i>Requires shading before visibility</i>
	<li>	generative modeling - the texture decides where primitives
		are placed (Reeves's trees)
		<br>
		<i>May be non-invertible, so ray tracing becomes hard</i>
	<li>	solid texturing - consistent texture across
		the surface of a solid (Perlin's marble vase)
	<li>	volume rendering - color and opacity throughout a volume
		(Kajiya's teddy bear)
	</ul>
</ul>

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Press here for <a href="shading1.html">part I</a> of this lecture.
<br>
Press here for <a href="shading2.html">part II</a> of this lecture.

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<a name="Coordinate spaces"></a>
<img src="shade16.gif">
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<img src="shade17.gif">
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<img src="shade18.gif">
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<a name="The compound mapping"></a>
<a name="Inverting the compound mapping"></a>
<a name="Resampling"></a>
<img src="shade19.gif">
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<address>
levoy@cs.stanford.edu
</address>
Friday, 20-Feb-1998 13:46:39 PST

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