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A portion of jorg's graphics lecture notes covering discrete graphics and pixel shaders. Topics include curved surfaces, procedural detail, textures, bitmaps, geometry pipeline, rasterization, texture mapping, challenges of texturing, and texture details. The document also discusses various texture mapping types, texture shading, and attaching textures to patches.
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Bit maps: rgb, normal texture, displacement maps geometry pipeline, pixel pipeline, ‘Vertex shader and Pixel shader’ Vertices^ Geometricprocessing Rasterization Display
Pixels operations^ Pixel
∂pnew ∂v
( (^) ∂p ∂u
∂d ∂u
n + d
∂n ∂u
( (^) ∂p ∂v
∂d ∂v
n + d
∂n ∂v
= n + ∂d ∂u
n × ∂p ∂v
∂d ∂v
n × ∂p ∂u
∂n ∂u
∂n ∂v
The leading terms of the perturbation f the normal are therefore ∂d ∂u
n ×
∂p ∂v
∂d ∂v
n ×
∂p ∂u
s(u,v) t(u,v) u
v
x(u,v) y(u,v) z(u,v)
s
t
tex(s(u,v),t(u,v))
s
t
u
v
9projtext.pdf