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Texture mapping

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Texture mapping

Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut apart so that it can be unfolded into a 2D coordinate space (UV space).

Texture mapping can multiply refer to (1) the task of unwrapping a 3D model (converting the surface of a 3D model into a 2D texture map), (2) applying a 2D texture map onto the surface of a 3D model, and (3) the 3D software algorithm that performs both tasks.

A texture map refers to a 2D image ("texture") that adds visual detail to a 3D model. The image can be stored as a raster graphic. A texture that stores a specific property—such as bumpiness, reflectivity, or transparency—is also referred to as a color map or roughness map.

The coordinate space that converts from a 3D model's 3D space into a 2D space for sampling from the texture map is variously called UV space, UV coordinates, or texture space.

The following is a simplified explanation of how an algorithm could work to render an image:

The original technique was pioneered by Edwin Catmull in 1974 as part of his doctoral thesis.

Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene.

A texture map is an image applied ("mapped") to the surface of a shape or polygon. This may be a bitmap image or a procedural texture. They may be stored in common image file formats, referenced by 3D model formats or material definitions, and assembled into resource bundles.

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