Survey of Texture Mapping

@article{Heckbert1986SurveyOT,
  title={Survey of Texture Mapping},
  author={Paul S. Heckbert},
  journal={IEEE Computer Graphics and Applications},
  year={1986},
  volume={6},
  pages={56-67}
}
  • Paul S. Heckbert
  • Published 1 August 1986
  • Geology
  • IEEE Computer Graphics and Applications
Texture mapping is one of the most successful new techniques in high-quality image synthesis. It can enchance the visual richness of raster-scan images immensely while entailing only a relatively smann increase in computation. The technique has been applied to a number of surface attributes: surface color, surface normal, specularity, transparency, illumination, and surface displacement¿to name a few. Although the list is potentially endless, the techniques of texture mapping are essentially… 

Texture mapping 3D models of real-world scenes

A background survey of traditional texture mapping is presented and a description of the texture-mapping variations that achieve these perspective transformations of photographic images of real-world scenes are described.

Fundamentals of Texture Mapping and Image Warping

This work develops a new theory describing the ideal, space variant intialiazing filter for signals warped and resampled according to an arbitrary mapping of texture mapping and filtering techniques.

Texture mapping using clustering techniques

Texture mapping, in general, presents two major problems, namely, geometrical transformations and anti-aliasing. The former includes point to point spatial transformations to perform the process and

Silhouette maps for improved texture magnification

  • P. Sen
  • Computer Science
    Graphics Hardware
  • 2004
This paper addresses the real-time magnification problem by extending the silhouette map algorithm to general texturing and discusses the creation of these silmap textures as well as a simple filtering scheme that allows for viewing at all levels of magnification.

A Comparison of Standard Texturing and Mip-mapping in a Real Time Application

Two approaches to texture mapping were implemented and compared in a real-time application, namely NotAScratch, a three-dimensional computer action game.

Least distorted bump mapping onto surface patches

  • J. Zhang
  • Computer Science
    Comput. Graph.
  • 1998

High-Quality Texture Mapping and Rendering of Point Models

A novel framework, TSplatting, for high-quality texture mapping of point-based models without connectivity information by splatting texture coordinates of each point followed by a fragment texture lookup, which is capable of interactively mapping a coarse point- based model with high-resolution textures.

Pyramid-based texture analysis/synthesis

This paper describes a method for synthesizing images that match the texture appearance of a given digitized sample, based on a model of human texture perception, and has potential to be a practically useful tool for graphics applications.

Interactive texture mapping

An interactive texture tool is constructed, which is fast and easy to use, to manipulate atlases in texture space, and the tool’s large set of interactive operations on mapping functions are presented.

MIP-Map Level Selection for Texture Mapping

This investigation was carried out as part of the design work for a screen-space rasterization ASIC and the implementations of several algorithms of comparable visual quality are discussed, and a comparison is provided in terms of per-primitive and per-pixel computational costs.
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References

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Texture and reflection in computer generated images

Extensions of this algorithm in the areas of texture simulation and lighting models are described, including extensions of the parametrization of a patch which defines a coordinate system which is used as a key for mapping patterns onto the surface.

Two-Part Texture Mappings

  • E. BierK. Sloan
  • Computer Science
    IEEE Computer Graphics and Applications
  • 1986
This work addresses the problem of mapping undistorted planar textures onto arbitrarily represented surfaces by mapping two-dimensional texture patterns onto three-dimensional curved surfaces with relatively low distortion.

Summed-area tables for texture mapping

  • F. Crow
  • Environmental Science
    SIGGRAPH
  • 1984
Texture-map computations can be made tractable through use of precalculated tables which allow computational costs independent of the texture density, and the cost and performance of the new technique is compared to previous techniques.

Texture tile considerations for raster graphics

Several textured images are presented, produced by the texture tile technique, which show the realistic effect that is added by texture tiles.

Adaptive precision in texture mapping

An adaptive, iterative technique for obtaining texture samples of arbitrary precision when synthesizing a computer-generated image and proposes the use of an auxiliary table which contains local estimates of the texture variance.

Pyramidal parametrics

This paper advances a “pyramidal parametric” prefiltering and sampling geometry which minimizes aliasing effects and assures continuity within and between target images.

Perspective mapping of planar textures

A new methodology for filtering using the inverse of the linear transformation tangent to the perspective at each pixel is defined and extensions can be made to a large class of patches and of surface transforms.

3-D transformations of images in scanline order

Instead of calculating the lighting based on the position of the polygon, lights, and eye, the lights and eye can be transformed to a corresponding position for a unit square which the authors can consider to be a canonical polygon.

Textures for realistic image synthesis

Synthetic texturing using digital filters

Aliasing artifacts are eliminated from computer generated images of textured polygons by equivalently filtering both the texture and the edges of the polygons. Different filters can be easily
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