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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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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– Billboard clouds
An imposter is a billboard created on the fly to “cache” rendered imagery– Sometimes also refers to just a textured LOD
Recap
A depth texture affects and is affected by the depth buffer– NV_DEPTH_TEXTURE demo
Imposters Continued
Depth meshes– UNC MMR system– Imposters for urban environments
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…
Multitexturing
Modern hardware can read from multiple textures at once, even with mipmapping
Detail texturing Light mapping Bump mapping
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
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
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.