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Video Game Dev -Uni InsubriaMarco Tarini -2017/2018Textures -11Video Game Dev University of insubriaTexturesMarco TariniTexture mapping3D geometry(set of quadrilaterals )+RGB texture 2D(here: a color-map)=

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Video Game Dev University of insubria

Textures

Marco Tarini

Texture mapping

3D geometry (set of quadrilaterals )

+

RGB texture 2D (here: a color-map)

=

(2)

Example (color-map)

+ =

Texture maps!

One of the most common and important asset of a game

One of the most GPU RAM consumer

(3)

Texture maps: data structures

Substantially, a raster image

Texture sheet

«Texel»

Texutres (in games)

Texture sheet =

def. of a singale onto the surface (the mesh)

Similar purpose to the per-vertex attributes!

but…

# texels >> # vertices

More complex signals!

A

texel

= a sample of that signal

Between samples: (bilinear) interpolation

Signal sampling:

On a regular 2D grid (raster image)

At a given resolution (NOT adaptive!)

Texture: regular sampling, and dense (easy to get detail!) Attributes: irregular samplling (adaptive), and sparse

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Signals typically stored in textures (in games)

Each texel a base-color (components: R-G-B)

Texture is a “diffuse-map” / “color-map” / “RGB-map”

Each texel a transparency factor (components: α)

Texture is an “alpha-map” o “cutout-texture”

Each texel a normal (components: X-Y-Z)

Texture is a “normal-map” or “bump-map” (more later)

Each texel contains a value di specularity

Texture is a “specular-map”

Each texel contains a glossiness value

Texture is a “glossiness-map”

Each texel contains lighting baked value...

Texture is a (baked) “light-map”

Each texel contains a dist. From surface value

Texture is a “displacemnt map” o “height texture”

MIP map levels

Pre-filtering of textures

“LOD pyramid, for images”!

Hardware chooses the right level (for pixel)

Avoid subsampling artifacts

1024x1024

512x512

256x256

1x1

(5)

Texture maps as assets

Carachteristics:

Size:

resolution

channels (eg: alpha?)

MIP-map

(available of not?)

Compression?

e.g. quantized “color-map”, or specific compression schemes

Recurrent constraints:

Power of 2 for side

(requested by always fewer engines)

Both in U and V

(e.g.: 256x256 o 1024x512)

res < max

(e.g.: max = 4096 o 2048)

The majority of visual richness perceived in the typical videogame is due to textures!

Textures resolution have more impact (quality wise) than Meshes resolution!

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GPU rendering of a Mesh in a nutshell

(reminder)

Load…

store all data on GPU RAM

Geometry + Attributes

Connectivity

Textures

Shaders

Parameters / Settings

…and Fire!

send the command: “do it” !

THE MESH

THE “MATERIAL”

Texture Sheet on GPU

LOAD

Life of a Texture in a Game Engine

DISK CENTRAL RAM GPU RAM

Image Object

IMPORT

Image File

(as, basically, any 3D assets)

(7)

Texture Sheets (in GPU RAM)

Rastered images, but with peculiarity …

mipmap levels

channels per texels: 1,2,3, or (usually) 4

bits per channels:

usually 8, fixed point («true-color») – or compression

resolution: powers of 2 (usually)

Texture Sheets (in GPU RAM)

During rendering:

GPU

(hardwired!)

access mechanisms to the texture :

1. Selection of the appropriate level of MIPmap (opt)

2. Decompression

3. Management of off-the-edge accesses (e.g. repeat)

4. Translation from UV coord [0,1]2

to texel coord [0..RESU -1]×[0..RESV -1]

5. Bilinear interpolation (if required)

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Texture Sheets (in GPU RAM)

Special compression schemes:

quantization

(e.g. 16 bits per texel: 5 red 5 green 5 blue 1 alpha)

color-table (or “palette”)

(e.g. 256 color table, an 8 bit index per texel)

Special scheme for texture

(because they need to allow random accessibility of texture!)

Very lossy,

Low efficiency of the compression rate, and fixed rate!

Most diffuse scheme S3TC, witch variants

DXT1

DXT2

DXT3

DXT4

DXT5

(different trade-off between quality, cost, channels…)

“no / 1-bit alpha”

“rough alpha”

“smooth alpha ”

Texture Sheets:

files format

For generic images:

.JPG /.JPEG

lossy,

Good compression rate

“photographic” images: best

only 3 channels (no choice)

8 bit per channel (no choice)

.PNG

lossless

< compression ratio

drawings: best

alpha channel also possible

16bits also possible

.TIFF e.RAW (rare)

Specialized for textures:

(most used option)

.DDS

(«direct draw surface») same format used in GPU.

Thus:

includes MIPmap levels (if wanted)

compression: very lossy And bad compression rate (and fixed)

GPU ready!

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Texture maps as assets:

file formats

For generic images

(decompress the entire image to access the pixels)

compression: excellent

loading: heavy:

Decompress from RAM, (maybe) recompress in GPU-RAM

MIP-map lvls:

Controlled by the engine

Specialized for textures

(random accessibility to texels, without decompressing the entire image)

compression: bad

loading: light

direct copy Disc => RAM =>

GPU RAM

MIP-map lvls:

Controlled by the artist

Texture maps assets and Mesh assets

Several texture «sheets» associated to a mesh

or also: more meshes on the same sheet (bene)

Typical structure :

each meshassociated to a material

each material:

1 sheet di diffuse-map

1 sheet bumpmap (if needed)

1 sheet di alphamap (if needed)

1 vertex shaders + fragment shader

Several parameters

(e.g., shininess, …)

If different parts of mesh associated to different textures: decompose the object in sub-mesh

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Texture maps assets and Mesh assets

Not necessarly 1:1

1:N -- several textures «sheets» associated to a mesh

N:1 – more meshes on the same sheet (goof)

If different part of mesh associated to different textures: decompose the object into sub-mesh

MATERIAL MESH A

B MESH

A

TEXTURE 1 BUMPMAP

TEXTURE 2 COLORMAP

How is the texture

mapped into the surface

of a mesh?

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3D Models i.e. tri-meshes with:

per vertex attrib

normals, color, AO, …

LODs

uv-mapping

keyframes

cyclic animations

face-morphs, …

“skinning”

Materials

lighting model stats / flags

textures

RGB maps

normal maps

alpha maps …

shaders

vertex, fragments, …

The 3D part of game assets

Animations

blend shapes

skeletal animations

kinematic animations

geometry caches

skeletons (rigs)

Geometric proxies

hit-boxes

bounding objects

AI-meshes

Particle systems

Environments

3d scenes

skydomes

env. maps

scene props

UV-Mapping of a mesh

A mapping : mesh surface 2D texture space is needed

«parametrization» of the surface

Idea: store this mapping as attribute: (s,t) per vertex

The «u-v mapping» of the mesh (u,v) == (s,t)

[0..1]

2

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Modeling task:

“u-v mapping” construction

Texture “atlas”

(composed of several “charts”)

u

v

UV mapping:

example

u

N = A

A B C N

M C M

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