Texture bombing

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  • Texture bombing and related cellular techniques can add visual richness to your shaders. Using a table of pseudo-random numbers stored in a texture, and a little programming, you can amplify the variability of an image or a set of images and reduce the repetitive look of large textured regions.
  • Texture bombing

    1. 1. Texture Bombing 쉐이더스터디 (http://cafe.naver.com/shader) Codevania (http://codevania.textcube.com)
    2. 2. Index <ul><li>Texture Bombing </li></ul><ul><li>Procedural Image </li></ul><ul><li>Random Image Selection </li></ul><ul><li>Procedural 3D Bombing </li></ul><ul><li>Cellular </li></ul>
    3. 3. <ul><li>Texture Bombing </li></ul>
    4. 5. Finding the Cell
    5. 6. Sampling the Image
    6. 7. Adjacent Cells' Images
    7. 8. Image Priority
    8. 9. <ul><li>Procedural Images </li></ul>
    9. 13. Using a Procedurally Generated Circle
    10. 14. Multiple Images per Cell
    11. 15. <ul><li>Random Image Selection </li></ul>
    12. 17. <ul><li>Procedural 3D Bombing </li></ul>
    13. 18. Textured 2D
    14. 19. Textured 3D
    15. 20. <ul><li>Voronoi-Related Cellular Methods </li></ul>
    16. 21. 책 따라 해봤는데 , RenderMonkey 만으로 해결하기가 어렵습니다 . Cellular Texture 에 대한 내용은 다음을 참고 하세요 http://www.blackpawn.com/texts/cellular/default.html
    17. 22. <ul><li>Procedural Texture Samples </li></ul>
    18. 24. Conclusion <ul><li>이미지의 다양성 증폭 </li></ul><ul><li>큰 텍스처 영역에서 반복적인 꼴 감소 </li></ul><ul><li>메모리 대역폭 감소 </li></ul>

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