Summary: A brief guide to texture mapping in Processing
As seen in Graphic Composition in
Processing, one can obtain surfaces as
collections of polygons by means of the definition of a vertex
within the couple beginShape() -
endShape(). It is possible to assign a color to one or more vertices, in order to make the color variations continuous (gradient). For example, you can try to run the code
size(200,200,P3D);
beginShape(TRIANGLE_STRIP);
fill(240, 0, 0); vertex(20,31, 33);
fill(240, 150, 0); vertex(80, 40, 38);
fill(250, 250, 0); vertex(75, 88, 50);
vertex(49, 85, 74);
endShape();
in order to obtain a continuous nuance from red to yellow in the strip of two triangles.
The graphical system performs an interpolation of color values assigned to the vertices. This type of bilinear interpolation is defined in the following way:
A significative example of interpolation of colors associated to the vertices of a cube can be found in examples of Processing, in the code RGB Cube.
When modeling a complex scene by means of a composition of simple graphical elements one cannot go beyond a certain threshold of complexity. Let us think about the example of a modelization of a natural scene, where one has to represent each single vegetal element, including the grass of a meadow. It is unconceivable to do this manually. It would be possible to set and control the grass elements by means of some algorithms. This is an approach taken, for example, in rendering the hair and skin of characters of the most sophisticated animation movies (see for example, the Incredibles). Otherwise, especially in case of interactive graphics, one has to resort to using textures. In other words, one employs images that represent the visual texture of the surfaces and map them on the polygons that model the objects of the scene. In order to have a qualitative rendering of the surfaces it is necessary to limit the detail level to fragments not smaller than one pixel and, thus, the texture mapping is inserted in the rendering chain at the rastering level of the graphic primitives, i.e. where one passes from a 3D geometric description to the illumination of the pixels on the display. It is at this level that the removal of the hidden surfaces takes place, since we are interested only in the visible fragments.
In Processing, a texture is defined within a block
beginShape() - endShape() by means
of the function texture() that has as unique
parameter a variable of type PImage. The
following calls to vertex() can contain, as last
couple of parameters, the point of the texture corresponding
to the vertex. In fact, each texture image is parameterized
by means of two variables textureMode() with parameter
IMAGE or NORMALIZED.
In the code that follows the image representing a broken glass is employed as texture and followed by a color interpolation and the default illumination. The shading of the surfaces, produced by means of the illumination and the colors, is modulated in a multiplicative way by the colors of the texture.
size(400,400,P3D);
PImage a = loadImage("vetro.jpg");
lights();
textureMode(NORMALIZED);
beginShape(TRIANGLE_STRIP);
texture(a);
fill(240, 0, 0); vertex(40,61, 63, 0, 0);
fill(240, 150, 0); vertex(340, 80, 76, 0, 1);
fill(250, 250, 0); vertex(150, 176, 100, 1, 1);
vertex(110, 170, 180, 1, 0);
endShape();
It is evident that the mapping operations from a texture image
to an object surface, of arbitrary shape, implies some form
of interpolation. Similarly to what happens for colors, only
the vertices that delimit the surface are mapped onto exact
points of the texture image. What happens for the internal
points has to be established in some way. Actually,
Processing and OpenGL behave according to what illustrated
in Section 2, i.e. by bilinear
interpolation: a first linear interpolation over each
boundary segment is cascaded by a linear interpolation on a
scan line. If
A problem that occurs is that a pixel on a display does not necessarly correspond exactly to a texel. One can map more than one texel on a pixel or, viceversa, a texel can be mapped on several pixels. The first case corresponds to a downsampling that, as seen in Sampling and Quantization, can produce aliasing. The effect of aliasing can be attenuated by means of low pass filtering of the texture image. The second case corresponds to upsampling, that in the frequency domain can be interpreted as increasing the distance between spectral images.
Textures are not necessarely imported from images, but they can also be generated in an algorithmic fashion. This is particularly recommended when one wants to generate regular or pseudo-random patterns. For example, the pattern of a chess-board can be generated by means of the code
PImage textureImg =
loadImage("vetro.jpg"); // dummy image colorMode(RGB,1);
int biro = 0;
int bbiro = 0;
int scacco = 5;
for (int i=0; i<textureImg.width; i+=scacco) {
bbiro = (bbiro + 1)%2; biro = bbiro;
for (int j=0; j<textureImg.height; j+=scacco) {
for (int r=0; r<scacco; r++)
for (int s=0; s<scacco; s++)
textureImg.set(i+r,j+s, color(biro));
biro = (biro + 1)%2;
}
}
image(textureImg, 0, 0);
The use of the function random, combined with filters of
various type, allows a wide flexibility in the production of
textures. For example, the pattern represented in Figure 1 was obtained from a modification of the
code generating the chess-board. In particular, we added the
line scacco=floor(2+random(5)); within the outer
for, and applied an averaging filter.
| Algorithmically-generated pattern |
|---|
![]() |
How could one modify the code Example 1 in order to make the breaks in the glass more evident?
It is sufficient to consider only a piece of the texture,
with calls of the type vertex(150, 176, 0.3,
0.3);
This exercise consists in running and analyzing the following code. Try then to vary the dimensions of the small squares and the filtering type.
size(200, 100, P3D);
PImage textureImg = loadImage("vetro.jpg"); // dummy image
colorMode(RGB,1);
int biro = 0;
int bbiro = 0;
int scacco = 5;
for (int i=0; i<textureImg.width; i+=scacco) {
// scacco=floor(2+random(5));
bbiro = (bbiro + 1)%2; biro = bbiro;
for (int j=0; j<textureImg.height; j+=scacco) {
for (int r=0; r<scacco; r++)
for (int s=0; s<scacco; s++)
textureImg.set(i+r,j+s, color(biro));
biro = (biro + 1)%2;
}
}
image(textureImg, 0, 0);
textureMode(NORMALIZED);
beginShape(QUADS);
texture(textureImg);
vertex(20, 20, 0, 0);
vertex(80, 25, 0, 0.5);
vertex(90, 90, 0.5, 0.5);
vertex(20, 80, 0.5, 0);
endShape();
// ------ filtering -------
PImage tImg = loadImage("vetro.jpg"); // dummy image
float val = 1.0/9.0;
float[][] kernel = { {val, val, val},
{val, val, val},
{val, val, val} };
int n2 = 1;
int m2 = 1;
colorMode(RGB,255);
// Convolve the image
for(int y=0; y<textureImg.height; y++) {
for(int x=0; x<textureImg.width/2; x++) {
float sum = 0;
for(int k=-n2; k<=n2; k++) {
for(int j=-m2; j<=m2; j++) {
// Reflect x-j to not exceed array boundary
int xp = x-j;
int yp = y-k;
if (xp < 0) {
xp = xp + textureImg.width;
} else if (x-j >= textureImg.width) {
xp = xp - textureImg.width;
}
// Reflect y-k to not exceed array boundary
if (yp < 0) {
yp = yp + textureImg.height;
} else if (yp >= textureImg.height) {
yp = yp - textureImg.height;
}
sum = sum + kernel[j+m2][k+n2] * red(textureImg.get(xp, yp));
}
}
tImg.set(x,y, color(int(sum)));
}
}
translate(100, 0);
beginShape(QUADS);
texture(tImg);
vertex(20, 20, 0, 0);
vertex(80, 25, 0, 0.5);
vertex(90, 90, 0.5, 0.5);
vertex(20, 80, 0.5, 0);
endShape();