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Jim Blinn's Corner: Notation, Notation, Notation by Jim Blinn

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Chapter Thirteen

Inferring Transforms

May-June 1999

u13-01-9781558608603

In simple 2D texture mapping, you take a 2D image and render it on the screen after some transformation or distortion. To accomplish this, you will need to take each [X, Y] location on the screen and calculate a [U, V] texture coordinate to place there. A particularly common transformation is

U=aX+bY+cgX+hY+j,V=dX+eY+fgX+hY+j

si1_e

By picking the proper values for the coefficients aj, we can fly the 2D texture around to an arbitrary position, orientation, and perspective projection on the screen. One can, ...

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