CS 455 Lecture 14 – Mipmapping and UV Mapping
Before Class
Mipmapping
- Watch http://youtu.be/ZyH–0fh2hM.
- Watch http://youtu.be/NTy0uKlYpJQ.
- Watch http://youtu.be/NAcwJOvkx4M.
- Contrast http://www.twodee.org/forothers/check_linear.png, http://www.twodee.org/forothers/check_nearest.png, and http://www.twodee.org/forothers/check_mipmap.png.
- Read https://developer.valvesoftware.com/wiki/MIP_Mapping.
- Skim what NVIDIA has to say about mipmapping: ftp://download.nvidia.com/developer/presentations/2005/Misc/Lets_Get_Small-2005.pdf. The first third, ending at the talk of caching, is most relevant.
UV Mapping
- Watch http://youtu.be/w7G1S2jGLu8.
- Watch http://youtu.be/6yfFelpqBdo.
- Read http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics.
In Class
We haven’t talked much about Blender, so call upon me or Google if you’re not sure how to find your way around. In general, right-clicking selects and middle-dragging rotates your view.
- Create or open an existing simple mesh in Blender.
- Go into Edit Mode instead of Object Mode.
- Open up the UV/Image Editor and create a new texture.
- Map your faces to the texture.
- In the 3-D editor, choose Texture Paint where from the mode menu. Paint away — on the 3-D surface!
- Save the model and the texture to files.
- Run the obj2obj translater on W455 to make the v lines correspond to the vt lines.
- Read them in to a renderer and texture your model with mipmapping. (glGenerateMipmap is a good idea.)
Haiku
So wishy-washy
He loves me, he loves me not
Sample less to know more
He loves me, he loves me not
Sample less to know more