The Mapping Process
During the Illumination process:
For each vertex of triangle
(in world or lighting space)
Compute ray from the
projective texture's origin
to point
Compute homogeneous
texture coordinate,[ti, tj, t]
(use equation from last slide)
During scan conversion
(in projected screen space)
Interpolate all three texture
coordinates in 3-space
(premultiply by w of vertex)
Do normalization at
each rendered pixel
i = t i / t, j = t j / t
Access projected texture
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