- Due 2016-11-18, 17:30
 
Part 1: Textures
Suppose you have a triangle with vertices
a=(a_x, a_y, a_z),b=(b_x, b_y, b_z)andc=(c_x, c_y,c_z)and a texture with coordinates[0, 1] × [0, 1]. Describe a transformation matrix that maps vertex a to texel(0, 0), vertex b to texel(0, 1)and vertexcto texel(1, 1).
 We wish to wrap a rectangular texture around the
central third of the cone in the figure. (Thus the bottom edge of the
texture coincides with z = 1 and
the top edge coincides with z = 2.)
As s varies from 0 to 1, the
texture should make one full revolution around the cone, starting from
directly above the x axis.  Give
the inverse wrapping function, which maps a
point (x, y, z)
on the central third of the cone to texture coordinates (s, t).Suppose we have a cube with vertices (0, 0, 0), (0, 0, 1), …(1, 1, 1) (in model coordinates). Give a mathematical function suitable to texture the faces of the cube into a k × k checkerboards (where k is a parameter of your function).
Part 2: Interpolation
Consider a cube drawn using 12 triangles, 2 per face. Give examples illustrating different results from
Bilinear interpolation on quadrilaterals versus barycentric interpolation on triangles.
Perspective correct interpolation on triangles, versus interpolation in window coordinates. Assume a screen (near clipping plane) at distance 1.