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
Lecture 20   Slide 6   6.837 Fall '00