CSC418 Computer Graphics - PowerPoint PPT Presentation

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CSC418 Computer Graphics

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Computer representations of the physical world are often a ... Bump mapping. Texture mapping. Reflection mapping. Next Lecture. Putting it all back together... – PowerPoint PPT presentation

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Title: CSC418 Computer Graphics


1
CSC418 Computer Graphics
  • Aliasing
  • Texture mapping

2
Aliasing
  • The physical world is continuous
  • Computer representations of the physical world
    are often a discrete sampling of the continuous
  • A pixel is a discrete sample of a continuous
    image
  • The question is
  • How densely do we need to sample something
    continuous to capture its essence accurately?

3
Aliasing
4
Aliasing
  • Nyquist Theorem Acontinuous signal can be
    completely recovered from its samples iff the
    sampling rate is greater than twice the maximum
    frequency present in the signal.

5
Aliasing(examples)

6
Aliasing(examples)

7
Aliasing(examples)

8
Aliasing
  • In order to have any hope of accurately
    reconstructing a function from a periodically
    sampled version of it, two conditions must be
    satisfied
  • The function must be bandlimited.
  • The sampling frequency must be at least twice
    the maximum frequency of the function.
  • Satisfying these conditions will eliminate
    aliasing.

9
Antialiasing
  • Prefiltering.
  • Postfiltering (supersampling).

10
Antialiasing(prefiltering)
  • What is prefiltering?

11
Antialiasing(prefiltering)
  • Prefiltering example

12
Antialiasing(postfiltering)
  • What is postfiltering?
  • Given a sample frequency prefiltering computes a
    lower frequency signal from the continuous
    representation.
  • Postfiltering first supersamples the signal in
    its unfiltered form and then filters out the high
    frequency from the supersamples.

13
Antialiasing(postfiltering)

14
Antialiasing(postfiltering)

15
Antialiasing(postfiltering)
  • How should one combine samples?
  • Simply add?
  • Weight average is better!
  • Filter shape weight values.

16
Antialiasing(postfiltering)
  • Filter shapes Gaussian
  • Wide Gaussian

17
Antialiasing(postfiltering)
  • Is there an ideal filter shape?
  • Box
  • Sinc

18
Antialiasing(postfiltering)
  • How should one supersample?

19
Texture mapping
  • Photographic Textures

20
Texture mapping
  • Photographic Textures

21
Texture mapping
  • How does one establish correspondence? (UV
    mapping)

22
Texture mapping
  • Projective Textures

23
Texture mapping
  • 3D Textures

24
Texture mapping
  • Bump mapping

25
Texture mapping
  • Reflection mapping

26
Next Lecture
  • Putting it all back together.
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