CS 6620 Homework 4
Solid and Surface Texturing

Spring 2003
University of Utah
Jenny Simpson



Description:

This assignment covers 2d and 3d texture mapping. In this case, 3d texture mapping is augmented to use the Perlin noise/turbulence function to create a "marbled" image. Two different forms of Perlin's equation are used and illustrated below. Simple 2d texture mapping onto triangles is demonstrated as well.


(a)
(b)
(c)
(d)

All four images above use Perlin's function for 3d noise and turbulence. Perlin's function is used to calculate the value of "t" in the following equation: float c = 0.5 * ( sin( (period * point.x()) + (t * distortion) ) + 1.0 ) The value of "c" is then used to create RGB values for the spheres.

The period in all cases is 20.0. The distortion is the only variable in these images, and its value is as follows: (a) 1, (b) 10, (c) 20, (d) 40.

(e)
(f)
(g)
(h)

Images e-h have been generated using Perlin's noise function differently than images a-d. This time, Perlin's function is used to calculate the value of "t" in the following equation: float c = cos( point.x() + t ). Again, the value of "c" is used to create RGB values for the spheres.

The variable in images e-h is the "b" parameter of Perlin's turbulence function.

(i)
(j)

Images i and j illustrate simple 2d texture mapping of a square image onto triangles.



Last updated: Fri Feb 7 01:40:52 MST 2003
simpson@cs.utah.edu