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CSC 534 Assignment: Introduction To Computer Graphics

This document discusses environmental mapping and bump mapping techniques in computer graphics. Environmental mapping uses texture maps to approximate reflective surfaces by storing an image of the surrounding environment, projected onto spheres or cubes. Bump mapping changes how a surface reacts to light without modifying its shape, using a greyscale texture map where brightness represents surface height. The document also provides short notes on hidden surface removal techniques, viewing operations, and different projection methods like perspective and orthogonal projections that map 3D scenes to 2D for display.

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0% found this document useful (0 votes)
31 views

CSC 534 Assignment: Introduction To Computer Graphics

This document discusses environmental mapping and bump mapping techniques in computer graphics. Environmental mapping uses texture maps to approximate reflective surfaces by storing an image of the surrounding environment, projected onto spheres or cubes. Bump mapping changes how a surface reacts to light without modifying its shape, using a greyscale texture map where brightness represents surface height. The document also provides short notes on hidden surface removal techniques, viewing operations, and different projection methods like perspective and orthogonal projections that map 3D scenes to 2D for display.

Uploaded by

seunnuga93
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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CSC 534 ASSIGNMENT
Introduction to Computer Graphics
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Group 7 Mapping

Agho Adrian 080805015


Buluku Joshua 090805017

Question 7B
Which are the main principles behind environmental mapping and what
is the visual eff ect?
Environment mapping or Reflection mapping is an effective image-based lighting
technique for approximating the appearance of a reflexive surface by means of a precomputed texture map.
The texture is used to store the image of the distant environment surrounding the
rendered object.
The surrounding environment can be represented with sphere mapping, in which a
single texture contains the image of the surroundings as a reflected mirror ball (see
figures below).

And cube mapping, in which the environment is projected onto the six faces of a cube
and stored as six square textures or unfolded into six square regions of a single texture
(see figures below)

The visual effect is that the surroundings appear to be reflected off the object, e.g.,
like a mirror. This can be seen from the illustrations above.

What is the general idea behind bump mapping? Also expplain what the
map itself contains.

A sphere without bump mapping (left). A bump map to be applied to the sphere
(middle). The sphere with the bump map applied (right) appears to have a mottled
surface resembling an orange. Bump maps achieve this effect by changing how an
illuminated surface reacts to light without actually modifying the size or shape of the
surface.
A bump map is very much like a texture map. However, rather than containing
colours, it contains bumps. The most common way to represent bumps is by the
height field method; a greyscale texture map is used, where the brightness of each
pixel represents how much it sticks out from the surface.

Question 7A
Write short notes on the following: i) Hidden surface. ii) Hidden-line
removal. iii) The implementation of viewing operations and various
projections.

Hidden Surface
To ascertain what hidden surfaces are, the question; Given a scene and a projection,
what can we see? is answered. Hidden surfaces are parts of a scene not visible from a
chosen viewpoint. The figure below illustrates this concept:

Not every surface can be seen, so to save time and computations, only the parts that
can be seen are drawn. Surfaces that cant be seen are eliminated using various
methods.

Hidden Line Removal


A hidden line is a line that penetrates a surface or passes behind a surface.

Line penetrates a surface

Line passes behind a surface

Let us assume that objects are modeled with lines, and lines are created where
surfaces meet. Therefore if only visible surfaces are drawn, the invisible lines are
automatically removed. Consider the object below:
G

F
D

B
C
ABCD, DCEF, ADFG are visible.
Therefore, all lines are visible, that is, AB, DC, FE, AG BC, CE, GF.
AGHB, GHEF, BHEC are invisible surfaces.
Therefore, BH, HE are invisible and must be removed.

Viewing and Projections


Viewing
As a physical model, we can think of the viewing process in terms of looking through
a rectangular frame that is held in front of your eye.
Conical View: Approximates what your eye sees. Conical perspective view volume
(eyes is much wider, e.g., >= 180 degrees, esp. for motion).

Eye

A view volume contains everything a camera sees. This may be shaped as a


frustrum; approximation to conical view volume (see figure above), or parallel view
volumes; for orthographic/parallel projections.
1. Frustum View Volume: the above can be approximated using a rectangular
view frustum. The synthetic camera is programmers model for specifying how a
3D scene is projected onto screen (see figure blow).

2. Parallel View Volume: each point in 2D eye space is the image of a line parallel to the

Z-axis.

The viewing operations above defines the 3D eye space, but that cannot be viewed on
our standard devices. In order to view the scene, it must be mapped to a 2D space that
has some correspondence to your display device, such as a computer monitor, a video
screen, or a sheet of paper. The technique for moving from the three-dimensional world
to a two-dimensional world uses a projection operation that you define based on
some straightforward fundamental principles.

Projections
Projectors are lines that map points in a scene to point on a film plane. There are 2
kinds:
1. Parallel/Orthographic Projections: No matter how far away an object is, as
long as it is in the view volume it will appear as same size, (these projectors are
also parallel to look vector, the direction in which the camera is looking).

2. Perspective Projections: Projectors emanate from eye point = center of


projection, inverse of rays of light converging to your eye.
Look
Vector

Film
Plane

The figures below explain further: perspective image (left) and orthographic image
(right) of a simple model.

Other Concepts

Film Plane: Film plane is a plane in world space 3D scene is projected onto a
rectangle (the film) on that plane using some projection transformation and from
there onto the viewport on screen.
Viewport: Viewport is the rectangular area of screen where a scene is rendered.

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