Bump Mapping This section describes a large family of small-scale detail representation techniques that we collectively call bump mapping. All these methods are typically implemented by modifying t...
Bump Mapping | Real-time Rendering Chapter 6.7
Alpha Mapping | Real-time Rendering Chapter 6.6
Alpha Mapping This section discusses the use of textures with alphas, noting various limitations and solutions along the way. Decal By assigning an alpha of 0 to a texel, you make it transparent...
Material Mapping | Real-time Rendering Chapter 6.5
Material Mapping A common use of a texture is to modify a material property affecting the shading equation. Real-world objects usually have material properties that vary over their surface. To sim...
Texture Animation | Real-time Rendering Chapter 6.4
Texture Animation The image applied to a surface does not have to be static. For example, a video source can be used as a texture that changes from frame to frame. The texture coordinates need no...
Procedural Texturing | Real-time Rendering Chapter 6.3
Procedural Texturing Although procedural textures are commonly used in offline rendering applications, image textures are far more common in real-time rendering. This is due to the extremely high e...
Image Texturing | Real-time Rendering Chapter 6.2
Image Texturing What the floating point coordinates of the center of a pixel are? DirectX 10 onward changes to OpenGL’s system, where the center of a texel has the fractional values (0.5,0.5)—...
Rigid Contacts| Intro to Physics-Based Animation
Particle Collision Detection and Response Concept: Signed Distance Field (omitted) The corresponding operation of AND bool operation is [inside: \phi(\mathbf{x}) = \max {\phi_i(\mathbf{x})}] O...
Cloth Simulation | Intro to Physics-Based Animation
A Mass-Spring System We could turn the mesh plane into a mass-spring system to simulate the cloth. But first, we need to make raw mesh data into a data structure for simulation. Topological Const...
Rigid Body Dynamics| Intro to Physics-Based Animation
Translational Motion [\mathbf{v}(t^{[1]})=\mathbf{v}(t^{[0]})+\mathbf{M}^{-1}\int_{t^{[0]}}^{t^{[1]}}\mathbf{f}(\mathbf{x},\mathbf{v},t)dt] [\mathbf{x}(t^{[1]})=\mathbf{x}(t^{[0]})+\int_{t^{[0]}}...
Math Background | Intro to Physics-Based Animation
Symmetric Positive Difiniteness (SPD) A is s.p.d. if and only if all of its eigenvalues are positive. In practice, eigenvalue decomposition is time-consuming. We choose diagonally dominant matrice...