Difference between revisions of "3D Fundamentals Tutorial 10"
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:* To fully correct, you need an expensive reciprocal operation 1/z for every pixel drawn | :* To fully correct, you need an expensive reciprocal operation 1/z for every pixel drawn | ||
− | :* | + | :* PS1 just didn't give a shit [https://youtu.be/1Dv2-cLAJXw?t=13m45s 13:45] |
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* Solution used in hardware pipelines / GPUs [https://youtu.be/1Dv2-cLAJXw?t=14m11s 14:11] | * Solution used in hardware pipelines / GPUs [https://youtu.be/1Dv2-cLAJXw?t=14m11s 14:11] |
Latest revision as of 02:41, 10 June 2020
In this tutorial we get the butt wiggling texture to respect our authoritae! In other words, we upgrade our affine texture mapping to perspective-correct texture mapping, putting the kibosh on the fucked-up texture distortion.
Video
The tutorial video is on YouTube here.
You can see a video that really exaggerates what affine (warpy) textures look like here.
- The need for perspective correction: texture warping 0:47
- Explanation & visualization of the problem 1:57
- Linear mapping of screen coordinates to texture coordinates is not correct
- Reason: interpolation in screenspace is different from interpolation in object space (and all attributes of the object)
- We need "foreshortening": far things get compressed, close things get expanded
- The math: the z divide makes mapping nonlinear 4:28
- Solution: interpolate between the z-divided texture coordinates 5:00
- Implementing this into code 8:40
- In
PubeScreenTransformer.h
(where the projection / z-divide is applied) - In
Pipeline.h
(where the interpolation is done) 10:57
- In
- To fully correct, you need an expensive reciprocal operation 1/z for every pixel drawn
- PS1 just didn't give a shit 13:45
- Solution used in hardware pipelines / GPUs 14:11
- Control how each vertex attribute is interpolated independently (interpolation modifiers)
Downloads
The GitHub repository for the tutorial code is here.