texture mapping polygons in perspective - CiteSeerX
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texture mapping polygons in perspective - CiteSeerX
TEXTURE MAPPING POLYGONS IN PERSPECTIVE Paul Heckbert Computer Graphics La b New York Institute of Technology Technical Memo No. 13 28 April 1983
1. INTRODUCTION Mapping textures onto polygons is more difficult for perspective projections than for parallel ones. Texture mapping in perspective requires a division at each pixel in the general case, while paralle l projections require none. Simple incremental formulas presented here make perspective texture mapping efficient for the inner loop of a polygon renderer. We will also discuss the use of a "mipmap" for efficient, approximate antialiasing of textures. Use of a mipmap requires the calculation of a variable "d" which is a measure of the area in the texture to be filtered. We will discuss several formulas for "d" which apply to many surface types (not just polygons). We show how one of these formulas can be efficiently computed for polygons; it is currently in use by my POLY program. Notation: (x,y) is a point in screen space (frame buffer coords) (u,v) is a point in texture space d is proportional to the diameter of the area in the texture to be filtered points are represented by 3 or 4 element column vectors points are transformed by matrix multiplication with a 4x3 or 4x4 transformation matrix on the left
2. TEXTURE MAPPING POLYGONS IN PERSPECTIVE
iM iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii apping Texture Space to Object Space When mapping a texture onto a polygon in 3D, you usually specify the mapping by setting up a correspondence between points in object space (the space in which the polygon vertices are defined) and points in texture space. In my program POLY, this is done by specifying the u and v coordinates corresponding to each vertex of the polygon. For simplicity of implementation, the mapping between texture space and object space
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-2is assumed to be affine (to consist of only scales, rotations, and translations). You can map a rectangle to a parallelogram (or vice versa), but you can’t map a rectangle to a trapezoid. Since a 3D affine transformation has six degrees of freedom, three points can determine it. This affine texture space to object space transformation can be written as follows:
iM iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii apping Object Space to Screen Space The standard formula for mapping object space to screen space is best expressed with a 4x4 matrix using homogeneous coordinates:
iM iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii apping Texture Space to Screen Space A perspective mapping of texture space to screen space can be computed by concatenating the two matrices above:
Z is irrelevant, since it is not needed for texture mapping. Note that we can choose I=1 with no loss of generality. This transformation maps a rectangle in texture space into a quadrilateral in screen space. For synthesized animation, you usually know the object to screen space transform. In interactive o r motion-tracking applications, however, you might want to define the texture space to screen space mapping by giving the screen-space coordinates of the vertices of a polygon. Four points define a perspective texture to screen space transform, since they have eight degrees of freedom, and the equations above have eight variables. The transform can be found very simply by setting up the following equations for each of the four points:
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-3This forms an 8x8 system of equations in the variables A-G [2]. This is the method used by my PWARP program. For parallel projections, the eye is infinitely far away, so w’ is constant, and the formulas reduce to an affine transformation:
iM iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii apping Screen Space to Texture Space When texture mapping a polygon, you usually scan it out in screen space and compute u and v from x and y. This means we’ll need the inverse of the mappings above. The inverse mapping has the same form as the original:
A rectangle in screen space is mapped to a quadrilateral in texture space. For parallel projections, the quadrilateral is a parallelogram. For a given scan line, y is constant, so most of the terms are constant. The two numerators and one denominator can be evaluated once at the left end of the scan segment and computed incrementally in the x loop. This requires only three additions and two divisions per pixel. Inner loop of a polygon texture-mapper which samples: x = xleft unum = t0*x+t1*y+t2 vnum = t3*x+t4*y+t5 den = t6*x+t7*y+t8 for (; x