12.9. Glossary of Texturing Terminology
- Aliasing
- Aliasing occurs when the screen sampling rate
is too low to accurately display object detail. That is, the
colour regions are smaller than, or are not properly captured by,
the screen pixels. See the section on Displaying Images on the Screen for more information.
- Bump Map
- Bump maps operate on the same principles as texture
maps except the values refer to an elevation or surface normal
value rather than a shading intensity (colour). When used in
conjunction with shading or raytracing operations they give the
impression of a bumpy surface even though the geometric
definition of the surface is flat.
- Convolution
- Convolution is the process in signal (or texture) filtering
where the pixel intensity is calculated by averaging weighted
sub-pixel values.
- Digitizing (textures)
- Real-world textures can be digitized as
shading intensity values and then applied to surface geometry
to simulate that real-world object. For example a brick surface
could be digitized, and the texture map applied repeatedly to a a
flat surface to give the impression of a brick wall, making the
screen image highly realistic.
- Domain
- the domain of a function is the set of values which it
can be applied to. For example if the domain of a function is
the unit square then the x and y inputs it accepts are those
between 0 and 1.
- Facets
- Objects are defined geometrically as a set of polygonal
surfaces, or facets. Each facet is made up of a set of
vertices and edges. Facets are the surfaces to which texture
maps and shading algorithms are applied. Individual facets are
generally not discernible in complex objects once shading
algorithms have been applied, but simple objects such as cubes
have obvious facets ( refer to Progressions in Image Realism to see the facets of a complex
image and how they cannot be distinguished once sophisticated
shading has taken place).
- Filtering
- Filtering is the process of resampling an object
at an appropriate sampling rate and combining the resulting
intensity values into one, which is displayed by the screen
pixel. This is done when object detail is too great to be
accurately displayed by the screen device. See Aliasing.
- Flat Shading
- Flat shading is the process of obtaining a colour
value for each individual facet of an object based on the
lighting, surface colour and facet orientation. The entire facet
is then shaded in that colour.
- Interpolation
- Interpolation is the process of assigning a value
at some point based on the known values at some end-points and
the distance from those end-points.
- Pixels
- Pixels refers to the smallest unit of measurement. Most commonly
used to refer to screen pixels, which are the smallest display
units.
- Polygonal Surfaces
- See facets.
- Rendering
- Rendering is the process of shading all the objects
and the possibly background in a scene. There are a variety of
shading methods that can be used, some as simple as filling a
region with a colour.
- Shading Parameter (p)
- the shading parameter (p) is used to
alter or determine the shading intensity at a given point. It
can be determined from a texturing function or by looking up a
tabulated texture map. The value can be simply used as the
shading intensity at that point or can be used in a function to
alter the existing intensity.
- Sub-pixel
- Often when the output device can not provide sufficiently high
resolution, output values are calculated for sub-pixels, which
are then combined via some convolution technique. Sub-pixels can
be simply thought of as a set of pixels within a pixel.
- Surface Normal
- the surface normal is a vector projected
perpendicularly from the surface and is used to determine the
orientation of the surface. The surface normal is obtained using
cross products of two edges of the facet.
- Surface Parameterization
- Surface parameterization is the
process of mapping a 2D image onto a 3D object. See the
section on Surface Parameterization for more information.
- Texel
- a texel is the smallest unit on a texture map. It can be
described as a pixel on the texture map. Texture values (for
example the value of a shading parameter) are calculated for
individual texels.
- Texture
- texture can be described as any surface detail. The
term is usually used to refer to colour variation in computer
graphics.
- Texturing Function
- the texturing function is used to obtain
a value for some shading parameter at given (x,y) co-ordinates.
Co-ordinates from the object space must first be transformed into
the domain of the texuturing function. See the section on Texture Synthesis information.
- Texture Maps
- A texture map is a tabulated set of values which
can be used to determine shading values on an object's
surfaces. Often the effect is of draping the texture map over
the surface of the object. The texture map can take the visual
form of a picture or pattern.
- Texture Synthesis
- Texture synthesis is the process of creating
textures from a mathematical function. Refer to the section on
Texture Synthesis for a complete explanation.
- Tilable Textures
- Tilable textures can be placed side by side
to create a larger, seamless, texture map. They are used to
create infinite texture spaces from finite sources as well as to
create repetetive patterns. See the section on Tilable vs Non-Tilable Textures for examples and
information.
- Transformation
- Transformations are used in texture mapping
to transform a point in object space either into the domain of
a texturing function or into a point in a table of texture
values. That is, a point on the surface of an object corresponds
to a point on the texture map. The correspondence is determined
by the transformation used.
- Unit Square
- the unit square is used as a domain for many
texturing functions. It is the set of all points (x,y) for
which x and y are between 0 and 1 inclusive.
- Wireframe
- wireframe images are those which display the
vertices of all the facets making up an object. That is,
facets are displayed without any surface shading. See the
section on Progressions in Image Realism for more information and an example.