 | [TOC] Chapter 9: Textures |  |
Textures play a crucial role in ray tracing as they add detail and realism to surfaces by providing color, patterns, and other surface properties. This section explores various aspects of textures, including sampling and antialiasing, texture coordinate generation, interfaces for textures, image textures, solid and procedural texturing, and the use of noise.
 | Sampling and Antialiasing |  |
Sampling in the context of textures refers to the process of retrieving color or intensity information from a texture map. Antialiasing is a technique used to minimize artifacts, such as jagged edges or moir patterns, which can occur due to insufficient sampling when rendering images.
Sampling from Textures
When sampling from textures, especially at non-integer coordinates, bilinear interpolation is commonly used. Bilinear interpolation considers the four nearest texels (texture pixels) to compute the color at a given UV coordinate.
For a texture defined at coordinates \( (u, v) \), the colors of the surrounding texels can be defined as:
- \( C_{00} = T(x_0, y_0) \)
- \( C_{10} = T(x_0, y_1) \)
- \( C_{01} = T(x_1, y_0) \)
- \( C_{11} = T(x_1, y_1) \)
where \( T \) is the texture function and \( (x_0, y_0), (x_0, y_1), (x_1, y_0), (x_1, y_1) \) are the corners of the texels.
The color \( C \) at the coordinate \( (u, v) \) can be computed as follows:
\[
C = (1 - u) \cdot (1 - v) \cdot C_{00} + u \cdot (1 - v) \cdot C_{10} + (1 - u) \cdot v \cdot C_{01} + u \cdot v \cdot C_{11}
\]
Antialiasing Techniques
To implement antialiasing for textures, various techniques can be employed:
- Supersampling: Involves sampling the texture at higher resolutions and averaging the results.
- Mipmap: A precomputed sequence of textures at different resolutions that allows for smoother transitions and reduces aliasing when textures are viewed at a distance.
Example of Bilinear Interpolation in JavaScript:
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