Reading assignment 5: Textures

by Eftychios Sifakis on April 5, 2016

Due: Tuesday April 12th

Synopsis:
These readings cover the theoretical concepts surrounding the use of textures. The readings won’t necessarily discuss the implementation details, but they should be a good complement to the practical implementation examples given to you.

Evaluation: Check/No Check (based on passing the Quiz).

Handin: Canvas link

Description

Chapter 11 of FCG discusses the concepts of textures. The key ideas are there, but in lecture we’ll explain how this connects to the more common kinds of texturing that you’ll do more often. Chapter 15 of Hart only talks about the most common kind of texture mapping – but its important enough that you should see it again. Chapter 16 of Hart gets into the “hacky”, creative uses of texture mapping that can be used to produce interactive approximation of more complex materials (that shouldn’t formally¬†be supported within the graphics pipeline as we described it — but they¬†can be creatively approximated).

If you really want to know about the details and more advanced uses of texturing, Chapter 6 of the Real Time Rendering book is a great resource. It’s an encyclopedic survey of things as they were in 2008. The foundations haven’t changed (although fancier new methods exist, and the fact that we have more programmable shading means we can do fancier things).

Required Readings

  • Chapter 11 of Fundamentals of Graphics (Link)
  • Chapter 15 of Hart’s book (Link)
  • Chapter 16 of Hart’s book (Link) – this will be good, except that it is only half written and is missing the images.

Optional Readings

  • Chapter 6 of RTR (Link)
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