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Advanced Texturing: Stupid Texture Tricks David Luebke University of Virginia

Advanced Texturing: Stupid Texture Tricks

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Advanced Texturing: Stupid Texture Tricks. David Luebke University of Virginia. 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 - PowerPoint PPT Presentation

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Page 1: Advanced Texturing: Stupid Texture Tricks

Advanced Texturing:Stupid Texture Tricks

David Luebke

University of Virginia

Page 2: Advanced Texturing: Stupid Texture Tricks

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

Page 3: Advanced Texturing: Stupid Texture Tricks

Recap

A depth texture affects and is affected by the depth buffer– NV_DEPTH_TEXTURE demo

Page 4: Advanced Texturing: Stupid Texture Tricks

Imposters Continued

Depth meshes– UNC MMR system– Imposters for urban environments

Page 5: Advanced Texturing: Stupid Texture Tricks

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…

Page 6: Advanced Texturing: Stupid Texture Tricks

Multitexturing

Modern hardware can read from multiple textures at once, even with mipmapping

Detail texturing Light mapping Bump mapping

Page 7: Advanced Texturing: Stupid Texture Tricks

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

Page 8: Advanced Texturing: Stupid Texture Tricks

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

Page 9: Advanced Texturing: Stupid Texture Tricks

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.