Yoobae Kim Projection mapping strategies for relief objects (Week 9-12)
Concets:
Relief mapping is a texture
mapping technique used to render the surface details of three-dimensional
objects accurately and efficiently. Relief mapping is highly
comparable in both function and approach to another displacement texture
mapping technique.
The model will be tested on UV calibration and line output
In this project, I will explore projection mapping strategies
for relief objects. Reliefs are objects that project from the wall. The ideal
relief objects for projection mapping have large surface areas that do not
occlude/block light of cast shadows.
UV Coordinates
UV mapping refers to the way each 3D surface is mapped to a 2D texture.
Each vertex contains a set of UV coordinates, where (0.0, 0.0) refers to the
lower left corner of the texture and (1.0, 1.0) refers to the upper right
corner of the texture. If the UV coordinates is outside the 0.0 to 1.0 range,
the coordinates are either clamped or the texture is repeated (dependent of the
texture import setting in Unity).
Texture Mapping
To create a surface that resembles real life you need to turn to
texture mapping. This process is similar to adding decorative paper to a white box.
In 3D, texture mapping is the process of adding graphics to a polygon object.
These graphics can be anything from photographs to original designs. Textures
can help age your object and give them more appeal and realism.
UV Mapping
A 3D object has many sides and a computer doesn't know how to
correctly put a 2D texture onto a 3D object. A UV map is basically the 3D model
stretched out into a flat 2D image. Each face on your polygon object is tied to
a face on the UV map. Now placing a 2D texture onto this new 2D representation
of your 3D object is much easier.
base_head UV(1).obj |
Spacial Scan Images |
Captured Madmapping Sceen |
Process:
Spacial Scanning to create an image to align a physical model.
I used the UV space of the 3 D computer model of calibration with Spatial Scan Camera Setting to capture Spacial Scan Images:
1/50 5.6 400.
base_head UV(1).obj |
Generated Content
Match the real and virtual objects and Fine Tune
Calibrate Projector |
Adjustment working with different lighting and projector brightness
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