4. Storage and Reconstruction of Lighting Distribution
4.2 Texture Mapping
4.2.1 Mesh-to-Texture Algorithm
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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.
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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
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Figure 4.5: Frames from real-time animation sequence showing
specular effects: a) reflection and refraction, and b) higher-order of
mirror reflections.