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3D graphics eBook - Course Materials Repository

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Reflection mapping 158<br />

Cube mapping<br />

Cube mapping and other polyhedron mappings address the severe<br />

distortion of sphere maps. If cube maps are made and filtered correctly,<br />

they have no visible seams, and can be used independent of the<br />

viewpoint of the often-virtual camera acquiring the map. Cube and<br />

other polyhedron maps have since superseded sphere maps in most<br />

computer <strong>graphics</strong> applications, with the exception of acquiring<br />

image-based lighting.<br />

Generally, cube mapping uses the same skybox that is used in outdoor<br />

renderings. Cube mapped reflection is done by determining the vector<br />

that the object is being viewed at. This camera ray is reflected about<br />

the surface normal of where the camera vector intersects the object.<br />

This results in the reflected ray which is then passed to the cube map<br />

to get the texel which provides the radiance value used in the lighting<br />

calculation. This creates the effect that the object is reflective.<br />

HEALPix mapping<br />

HEALPix environment mapping is similar to the other polyhedron<br />

mappings, but can be hierarchical, thus providing a unified framework<br />

for generating polyhedra that better approximate the sphere. This<br />

allows lower distortion at the cost of increased computation [1] .<br />

History<br />

Precursor work in texture mapping had been established by Edwin<br />

Catmull, with refinements for curved surfaces by James Blinn, in 1974.<br />

[2] Blinn went on to further refine his work, developing environment<br />

mapping by 1976. [3]<br />

Gene Miller experimented with spherical environment mapping in<br />

1982 at MAGI Synthavision.<br />

Wolfgang Heidrich introduced Paraboloid Mapping in 1998 [4] .<br />

Emil Praun introduced Octahedron Mapping in 2003 [5] .<br />

Mauro Steigleder introduced Pyramid Mapping in 2005 [6] .<br />

Tien-Tsin Wong, et al. introduced the existing HEALPix mapping for rendering in 2006 [1] .<br />

A diagram depicting an apparent reflection being<br />

provided by cube mapped reflection. The map is<br />

actually projected onto the surface from the point<br />

of view of the observer. Highlights which in<br />

raytracing would be provided by tracing the ray<br />

and determining the angle made with the normal,<br />

can be 'fudged', if they are manually painted into<br />

the texture field (or if they already appear there<br />

depending on how the texture map was obtained),<br />

from where they will be projected onto the<br />

mapped object along with the rest of the texture<br />

detail.<br />

Example of a three-dimensional model using<br />

cube mapped reflection

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