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Surface Colours and Maps
Okay, so at this point we've got a basic understanding of how the graphics card has created a three
dimensional environment made up from wire frames, which are in turn made up from countless numbers of polygons,
each having its own 'surface normal'. The surface normals help with lighting calculations and make the
environments, and the objects in those environments, react to light more realistically.
The next stage we'll focus on is the matter of surface colours. Besides simply setting each polygon to
specific colour, we can also use something called 'image mapping', this technique is widely used in all of
the top games to produce very realistic looking surfaces. Image mapping treats a two dimensional image, such
as those you could create in any image editing application, as a flexible sheet which can be 'wrapped' around
any 3D surface.
E.g. When creating tiled floors or brick walls, it's a fairly simple to get a photograph of part of a
wall or floor, and to then repeat this image over the entire 3D model, giving a realistic surface, with
very little work involved (instead of storing the data to individually colour each triangle).
Image mapping isn't just confined to scenery either, it's also used to create detailed character models
in games, as shown below:

 Some of the image maps used to create 'Matthew Kane' in Quake 4, shown below:

 The character 'Matthew Kane' from Quake 4, covered in textured goodness
Since we're on the subject of image maps, this seems like the perfect opportunity to mention 'Mipmaps'
and 'Bump mapping'.
MIP Maps
MIPmaps (Latin: "Multum In Parvo" or "many things in a small place") are optimized collections of images that sometimes accompany a main texture/image map. Their goal is
to increase the rendering speed of a scene, and to reduce artefacts.
Each image of a MIP map set is a version of the main texture, but at a certain reduced level of
detail/quality. The main texture is still used when the view is sufficient to render it in full detail,
but as the object being rendered gets further away, the engine can switch to a suitably lower quality MIP map
image (or 'mix' the two nearest).
Rendering speed increases since the number of texture pixels being
processed can be much lower than with simple 'non-MIP map' textures. Artifacts are also reduced since
the mipmap images are effectively already anti-aliased, taking some of the burden off of the GPU.

A simple example of a mipmap, with the original texture on the left, and the successively reduced quality
versions on the right.
MIP maps are also handy for reducing the 'shimmering' effect that can be caused by shrinking large textures down to very small sizes.
Bump Mapping
Bump mapping is a technique where at each pixel, a perturbation to the current surfaces normal is looked
up in a texture map, this is then applied before the lighting calculation is done. This results in a more
detailed surface representation that better resembles the finer details you often see in real materials.

Bump mapping in action: The sphere on the left uses no bump mapping, the one on the right is geometrically the same as the left, but has a bump map applied
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