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This document delves into the concepts of texture filtering, specifically focusing on mipmaps, anisotropic filtering, and billboards. Topics include pyramid textures, linear vs. Nearest filtering, trilinear filtering, anisotropic filtering, environment maps, spherical environment maps, parabolic environment maps, cube environment maps, and billboards. The document also covers the works of gene miller, gerri's game, and paul debevec, as well as techniques like lightmaps and opengl lighting.
Typology: Assignments
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up = arbitrary axis look = camera_pos - point_pos; right = up x look; look = right x up;
right (^) up
objToCamProj is the projection to the XZ plane (y=0)
**1. Normalize objToCamProj
objToCamProj is the projection to the XZ plane (y=0)
**1. Normalize objToCamProj
objToCamProj is the projection to the XZ plane (y=0)
**1. Normalize objToCamProj
Tilt towards Camera
**1. Aux’= objToCamProj dot objToCam
Object Position
objPosWC = camPos + (M1-1) * V