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4. Storage and Reconstruction of Lighting Distribution

4.2 Texture Mapping

4.2.1 Mesh-to-Texture Algorithm
 
a)
b) 
c)
d)

Figure 4.3: A comparison of mesh-based vs. texture-based shading: a) mesh-based Gouraud shading, b) the corresponding mesh, c) the scene regions replaced by textures (green), and d) magnified ten times differences between mesh-based and texture-based images.
 
 
 
 
 
a)
b)
c)
d)

Figure 4.4: Close-up view for shadows in Figure 4.3: a) reference ray tracing image, b) mesh-based Gouraud shading, c) the scene regions replaced by texture (green - mesh-based texture, blue - sampling-based texture), and d) texture-based shading.
 
 
 

4.3 Handling Specular Surfaces
 
 
a)
b)

Figure 4.5: Frames from real-time animation sequence showing specular effects: a) reflection and refraction, and b) higher-order of mirror reflections.
 
 

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