Difference between revisions of "3D Fundamentals Tutorial 10"

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The tutorial video is on YouTube [https://youtu.be/1Dv2-cLAJXw here].
 
The tutorial video is on YouTube [https://youtu.be/1Dv2-cLAJXw here].
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You can see a video that really exaggerates what affine (warpy) textures look like [https://youtu.be/8IRT3SdRz8c?t=1260 here].
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<div class="mw-collapsible mw-collapsed"><br />
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* The need for perspective correction: texture warping [https://youtu.be/1Dv2-cLAJXw?t=0m47s 0:47]
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* Explanation & visualization of the problem [https://youtu.be/1Dv2-cLAJXw?t=1m57s 1:57]
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<div class="mw-collapsible-content">
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:* Linear mapping of screen coordinates to texture coordinates is not correct
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:* Reason: interpolation in screenspace is different from interpolation in object space (and all attributes of the object)
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:* We need "foreshortening": far things get compressed, close things get expanded
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</div>
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* The math: the z divide makes mapping nonlinear [https://youtu.be/1Dv2-cLAJXw?t=4m28s 4:28]
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* Solution: interpolate between the z-divided texture coordinates [https://youtu.be/1Dv2-cLAJXw?t=5m00s 5:00]
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* Implementing this into code [https://youtu.be/1Dv2-cLAJXw?t=8m40s 8:40]
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<div class="mw-collapsible-content">
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:* In <code>PubeScreenTransformer.h</code> (where the projection / z-divide is applied)
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:* In <code>Pipeline.h</code> (where the interpolation is done) [https://youtu.be/1Dv2-cLAJXw?t=10m57s 10:57]
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</div>
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* Demo [https://youtu.be/1Dv2-cLAJXw?t=11m57s 11:57]
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* How perspective correction was (not) handled in early 3d games [https://youtu.be/1Dv2-cLAJXw?t=12m16s 12:16]
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<div class="mw-collapsible-content">
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:* To fully correct, you need an expensive reciprocal operation 1/z for every pixel drawn
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:* PS1 just didn't give a shit [https://youtu.be/1Dv2-cLAJXw?t=13m45s 13:45]
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</div>
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* Solution used in hardware pipelines / GPUs [https://youtu.be/1Dv2-cLAJXw?t=14m11s 14:11]
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<div class="mw-collapsible-content">
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:* Control how each vertex attribute is interpolated independently (interpolation modifiers)
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</div>
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* References to full math derivations [https://youtu.be/1Dv2-cLAJXw?t=14m50s 14:50]
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* Side effect of our solution: we now have the correct z-values for each pixel [https://youtu.be/1Dv2-cLAJXw?t=16m20s 16:20]
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</div>
  
 
== Downloads ==
 
== Downloads ==

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
  • Demo 11:57
  • How perspective correction was (not) handled in early 3d games 12:16
  • 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)
  • References to full math derivations 14:50
  • Side effect of our solution: we now have the correct z-values for each pixel 16:20

Downloads

The GitHub repository for the tutorial code is here.

Mathematical Derivations

See also