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Title:TEKSTURA IZBOKLIN
Authors:ID Majerič, Jani (Author)
ID Guid, Nikola (Mentor) More about this mentor... New window
ID Kolmanič, Simon (Comentor)
Files:.pdf VS_Majeric_Jani_2014.pdf (3,98 MB)
MD5: B6148E318507CFDC333230454DB6E193
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:Teksture izboklin predstavljajo metodo v računalniški grafiki, s katero lahko prikažemo strukturo površine objekta. Za njeno delovanje potrebujemo svetlobni vir in perturbirane normale. V našem programu Bumper je uporabljen zemljevid normal, v katerem so shranjene normale v barvnih kanalih. Napisan je z uporabo grafičnih knjižnic OpenGL, ki ima vgrajeno tvorbo GLSL (Graphics Library Shader Language) in dveh senčilnikov, in sicer senčilnika oglišč in senčilnika fragmentov, s pomočjo katerih prikažemo tridimenzionalni objekt z izboklinami.
Keywords:Senčilnik, osvetlitev, OpenGL, teksture
Place of publishing:Maribor
Publisher:[J. Majerič]
Year of publishing:2014
PID:20.500.12556/DKUM-43485 New window
UDC:004-8:004.94(043.2)
COBISS.SI-ID:17723670 New window
NUK URN:URN:SI:UM:DK:XJBYRCAB
Publication date in DKUM:20.02.2014
Views:1707
Downloads:111
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Secondary language

Language:English
Title:BUMP MAPPING
Abstract:Bump mapping is a method in computer graphics where we can render a structure of a surface on an object. To work properly we need to implement the proper lighting and have perturbed normals. In the Bumper application we use a map of normals, stored in the color channels to encode the normal coordinates. Bumper is written with the use of OpenGL and its GLSL (graphics library shader language). We use GLSL to write two shaders, vertex shader and fragment shader. We apply them to render a three-dimensional object with bumps.
Keywords:Shader, lighting, OpenGL, textures


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