
Texture mapping is a term used in
computer graphics
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
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).
Semantic
Texture mapping can both refer to the task of unwrapping a 3D model, the abstract that a 3D model has textures applied to it and the related algorithm of the
3D software.
Texture map refers to a
Raster graphics also called image, texture. If the texture stores a specific property it's also referred to as color map, roughness map, etc.
The coordinate space which converts from the 3D space of a 3D model into a 2D space so that it can sample from the Texture map is called: UV Space, UV Coordinates, Texture Space.
Algorithm
A simplified explanation of how an algorithm could work to
render an image:
# For each pixel we trace the coordinates of the screen into the 3D scene.
# If we hit a 3D model, or more precisely the polygon of a 3D model we read the 2D UV coordinates.
# We use the UV Coordinates to read the color from the texture and apply it to the pixel.
History
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
pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a Raster graphics, raster image, or the smallest addressable element in a dot matrix display device. In most digital display devices, p ...
s 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.
Texture maps
A 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.
They may have one to three dimensions, although two dimensions are most common for visible surfaces. For use with modern hardware, texture map data may be stored in
swizzled or tiled orderings to improve
cache coherency.
Rendering APIs typically manage texture map resources (which may be located in
device memory) as buffers or surfaces, and may allow '
render to texture' for additional effects such as post processing or
environment mapping.
They usually contain
RGB color data (either stored as
direct color,
compressed formats, or
indexed color
In computing, indexed color is a technique to manage digital images' colors in a limited fashion, in order to save computer computer data storage, memory and Hard disk drive, file storage, while speeding up display refresh and file transfers. It ...
), and sometimes an additional channel for
alpha blending (
RGBA) especially for
billboards
A billboard (also called a hoarding in the UK and many other parts of the world) is a large out-of-home advertising, outdoor advertising structure (a billing board), typically found in high-traffic areas such as alongside busy roads. Billboard ...
and ''decal'' overlay textures. It is possible to use the
alpha channel (which may be convenient to store in formats parsed by hardware) for other uses such as
specularity.
Multiple texture maps (or
channels) may be combined for control over
specularity,
normals,
displacement, or
subsurface scattering e.g. for skin rendering.
Multiple texture images may be combined in
texture atlases or
array textures to reduce state changes for modern hardware. (They may be considered a modern evolution of
tile map graphics). Modern hardware often supports
cube map textures with multiple faces for environment mapping.
Creation
Texture maps may be acquired by
scanning/
digital photography, designed in
image manipulation software such as
GIMP,
Photoshop, or painted onto 3D surfaces directly in a
3D paint tool such as
Mudbox or
ZBrush.
Texture application
This process is akin to applying patterned paper to a plain white box. Every vertex in a polygon is assigned a
texture coordinate (which in the 2D case is also known as
UV coordinates). This may be done through explicit assignment of
vertex attributes, manually edited in a 3D modelling package through
UV unwrapping tools. It is also possible to associate a procedural transformation from 3D space to texture space with the
material
A material is a matter, substance or mixture of substances that constitutes an Physical object, object. Materials can be pure or impure, living or non-living matter. Materials can be classified on the basis of their physical property, physical ...
. This might be accomplished via
planar projection or, alternatively,
cylindrical or
spherical mapping. More complex mappings may consider the distance along a surface to minimize distortion. These coordinates are interpolated across the faces of polygons to sample the texture map during rendering. Textures may be repeated or mirrored to extend a finite rectangular bitmap over a larger area, or they may have a one-to-one unique "
injective" mapping from every piece of a surface (which is important for
render mapping and
light mapping, also known as
baking).
Texture space
Texture mapping maps the model surface (or
screen space during rasterization) into texture space; in this space, the texture map is visible in its undistorted form.
UV unwrapping tools typically provide a view in texture space for manual editing of texture coordinates. Some rendering techniques such as
subsurface scattering may be performed approximately by texture-space operations.
Multitexturing
Multitexturing is the use of more than one texture at a time on a polygon. For instance, a
light map texture may be used to light a surface as an alternative to recalculating that lighting every time the surface is rendered. Microtextures or detail textures are used to add higher frequency details, and dirt maps may add weathering and variation; this can greatly reduce the apparent periodicity of repeating textures. Modern graphics may use more than 10 layers, which are combined using
shaders, for greater fidelity. Another multitexture technique is
bump mapping, which allows a texture to directly control the facing direction of a surface for the purposes of its lighting calculations; it can give a very good appearance of a complex surface (such as tree bark or rough concrete) that takes on lighting detail in addition to the usual detailed coloring. Bump mapping has become popular in recent video games, as graphics hardware has become powerful enough to accommodate it in real-time.
Texture filtering
The way that samples (e.g. when viewed as
pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a Raster graphics, raster image, or the smallest addressable element in a dot matrix display device. In most digital display devices, p ...
s on the screen) are calculated from the
texels (texture pixels) is governed by
texture filtering. The cheapest method is to use the
nearest-neighbour interpolation, but
bilinear interpolation or
trilinear interpolation between
mipmaps are two commonly used alternatives which reduce
aliasing or
jaggies. In the event of a texture coordinate being outside the texture, it is either
clamped or
wrapped.
Anisotropic filtering
In 3D computer graphics, anisotropic filtering (AF) is a technique that improves the appearance of Texture filtering, textures, especially on surfaces viewed at sharp Viewing angle, angles. It helps make textures look sharper and more detailed ...
better eliminates directional artefacts when viewing textures from oblique viewing angles.
Texture streaming
Texture streaming is a means of using
data streams for textures, where each texture is available in two or more different resolutions, as to determine which texture should be loaded into memory and used based on draw distance from the viewer and how much memory is available for textures. Texture streaming allows a rendering engine to use low resolution textures for objects far away from the viewer's camera, and resolve those into more detailed textures, read from a data source, as the point of view nears the objects.
Baking
As an optimization, it is possible to render detail from a complex, high-resolution model or expensive process (such as
global illumination) into a surface texture (possibly on a low-resolution model). ''Baking'' is also known as render mapping. This technique is most commonly used for
light maps, but may also be used to generate
normal maps and
displacement maps. Some computer games (e.g.
Messiah) have used this technique. The original
Quake software engine used on-the-fly baking to combine light maps and colour maps ("
surface caching").
Baking can be used as a form of
level of detail generation, where a complex scene with many different elements and materials may be approximated by a ''single'' element with a ''single'' texture, which is then algorithmically reduced for lower rendering cost and fewer
drawcalls. It is also used to take high-detail models from
3D sculpting software and
point cloud scanning and approximate them with
meshes more suitable for realtime rendering.
Rasterisation algorithms
Various techniques have evolved in software and hardware implementations. Each offers different trade-offs in precision, versatility and performance.
Affine texture mapping

Affine texture mapping linearly interpolates texture coordinates across a surface, and so is the fastest form of texture mapping. Some software and hardware (such as the original
PlayStation)
project
A project is a type of assignment, typically involving research or design, that is carefully planned to achieve a specific objective.
An alternative view sees a project managerially as a sequence of events: a "set of interrelated tasks to be ...
vertices in 3D space onto the screen during rendering and
linearly interpolate the texture coordinates ''in screen space'' between them. This may be done by incrementing
fixed point UV coordinates, or by an
incremental error algorithm akin to
Bresenham's line algorithm.
In contrast to perpendicular polygons, this leads to noticeable distortion with perspective transformations (see figure: the checker box texture appears bent), especially as primitives near the
camera. Such distortion may be reduced with the subdivision of the polygon into smaller ones.
For the case of rectangular objects, using quad primitives can look less incorrect than the same rectangle split into triangles, but because interpolating 4 points adds complexity to the rasterization, most early implementations preferred triangles only. Some hardware, such as the
forward texture mapping used by the Nvidia
NV1, was able to offer efficient quad primitives. With perspective correction (see below) triangles become equivalent and this advantage disappears.

For rectangular objects that are at right angles to the viewer, like floors and walls, the perspective only needs to be corrected in one direction across the screen, rather than both. The correct perspective mapping can be calculated at the left and right edges of the floor, and then an affine linear interpolation across that horizontal span will look correct, because every pixel along that line is the same distance from the viewer.
Perspective correctness
Perspective correct texturing accounts for the vertices' positions in 3D space, rather than simply interpolating coordinates in 2D screen space.
This achieves the correct visual effect but it is more expensive to calculate.
To perform perspective correction of the texture coordinates
and
, with
being the depth component from the viewer's point of view, we can take advantage of the fact that the values
,
, and
are linear in screen space across the surface being textured. In contrast, the original
,
and
, before the division, are not linear across the surface in screen space. We can therefore linearly interpolate these reciprocals across the surface, computing corrected values at each pixel, to result in a perspective correct texture mapping.
To do this, we first calculate the reciprocals at each vertex of our geometry (3 points for a triangle). For vertex
we have
. Then, we linearly interpolate these reciprocals between the
vertices (e.g., using
barycentric coordinates), resulting in interpolated values across the surface. At a given point, this yields the interpolated
, and
. Note that this
cannot be yet used as our texture coordinates as our division by
altered their coordinate system.
To correct back to the
space we first calculate the corrected
by again taking the reciprocal
. Then we use this to correct our
:
and
.
This correction makes it so that in parts of the polygon that are closer to the viewer the difference from pixel to pixel between texture coordinates is smaller (stretching the texture wider) and in parts that are farther away this difference is larger (compressing the texture).
:Affine texture mapping directly interpolates a texture coordinate
between two endpoints
and
:
::
where
:Perspective correct mapping interpolates after dividing by depth
, then uses its interpolated reciprocal to recover the correct coordinate:
::
3D graphics hardware typically supports perspective correct texturing.
Various techniques have evolved for rendering texture mapped geometry into images with different quality/precision trade-offs, which can be applied to both software and hardware.
Classic software texture mappers generally did only simple mapping with at most one lighting effect (typically applied through a
lookup table), and the perspective correctness was about 16 times more expensive.
Restricted camera rotation

The ''
Doom engine'' restricted the world to vertical walls and horizontal floors/ceilings, with a camera that could only rotate about the vertical axis. This meant the walls would be a constant depth coordinate along a vertical line and the floors/ceilings would have a constant depth along a horizontal line. After performing one perspective correction calculation for the depth, the rest of the line could use fast affine mapping. Some later renderers of this era simulated a small amount of camera
pitch with
shearing which allowed the appearance of greater freedom whilst using the same rendering technique.
Some engines were able to render texture mapped
heightmaps (e.g.
Nova Logic's
Voxel Space, and the engine for
Outcast) via
Bresenham-like incremental algorithms, producing the appearance of a texture mapped landscape without the use of traditional geometric primitives.
Subdivision for perspective correction
Every triangle can be further subdivided into groups of about 16 pixels in order to achieve two goals. First, keeping the arithmetic mill busy at all times. Second, producing faster arithmetic results.
World space subdivision
For perspective texture mapping without hardware support, a triangle is broken down into smaller triangles for rendering and affine mapping is used on them. The reason this technique works is that the distortion of affine mapping becomes much less noticeable on smaller polygons. The
Sony PlayStation made extensive use of this because it only supported affine mapping in hardware but had a relatively high triangle throughput compared to its peers.
Screen space subdivision

Software renderers generally preferred screen subdivision because it has less overhead. Additionally, they try to do linear interpolation along a line of pixels to simplify the set-up (compared to 2d affine interpolation) and thus again the overhead (also affine texture-mapping does not fit into the low number of registers of the
x86 CPU; the
68000 or any
RISC
In electronics and computer science, a reduced instruction set computer (RISC) is a computer architecture designed to simplify the individual instructions given to the computer to accomplish tasks. Compared to the instructions given to a comp ...
is much more suited).
A different approach was taken for ''
Quake'', which would calculate perspective correct coordinates only once every 16 pixels of a scanline and linearly interpolate between them, effectively running at the speed of linear interpolation because the perspective correct calculation runs in parallel on the co-processor. The polygons are rendered independently, hence it may be possible to switch between spans and columns or diagonal directions depending on the orientation of the
polygon normal to achieve a more constant z but the effort seems not to be worth it.
Other techniques
Another technique was approximating the perspective with a faster calculation, such as a polynomial. Still another technique uses 1/z value of the last two drawn pixels to linearly extrapolate the next value. The division is then done starting from those values so that only a small remainder has to be divided but the amount of bookkeeping makes this method too slow on most systems.
Finally,
the Build engine extended the constant distance trick used for Doom by finding the line of constant distance for arbitrary polygons and rendering along it.
Hardware implementations
Texture mapping hardware was originally developed for simulation (e.g. as implemented in the
Evans and Sutherland ESIG and Singer-Link Digital Image Generators DIG), and professional
graphics workstations such as
Silicon Graphics
Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
, broadcast
digital video effects machines such as the
Ampex ADO and later appeared in
Arcade cabinets, consumer
video game console
A video game console is an electronic device that Input/output, outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home video game console, home consoles, which are generally ...
s, and PC
video cards in the mid-1990s. In
flight simulation, texture mapping provided important motion and altitude cues necessary for pilot training not available on untextured surfaces. It was also in flight simulation applications, that texture mapping was implemented for real-time processing with prefiltered texture patterns stored in memory for real-time access by the video processor.
Modern
graphics processing units (GPUs) provide specialised
fixed function units called ''texture samplers'', or
''texture mapping units'', to perform texture mapping, usually with
trilinear filtering or better multi-tap
anisotropic filtering
In 3D computer graphics, anisotropic filtering (AF) is a technique that improves the appearance of Texture filtering, textures, especially on surfaces viewed at sharp Viewing angle, angles. It helps make textures look sharper and more detailed ...
and hardware for decoding specific formats such as
DXTn. As of 2016, texture mapping hardware is ubiquitous as most
SOCs contain a suitable GPU.
Some hardware combines texture mapping with
hidden-surface determination
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what Computer representat ...
in
tile based deferred rendering or
scanline rendering; such systems only fetch the visible
texels at the expense of using greater workspace for transformed vertices. Most systems have settled on the
Z-buffering approach, which can still reduce the texture mapping workload with front-to-back
sorting.
Among earlier graphics hardware, there were two competing paradigms of how to deliver a texture to the screen:
* Forward texture mapping iterates through each texel on the texture, and decides where to place it on the screen.
* Inverse texture mapping instead iterates through pixels on the screen, and decides what texel to use for each.
Inverse texture mapping is the method which has become standard in modern hardware.
Inverse texture mapping
With this method, a pixel on the screen is mapped to a point on the texture. Each vertex of a
rendering primitive is projected to a point on the screen, and each of these points is
mapped to a u,v texel coordinate on the texture. A rasterizer will interpolate between these points to fill in each pixel covered by the primitive.
The primary advantage is that each pixel covered by a primitive will be traversed exactly once. Once a primitive's vertices are transformed, the amount of remaining work scales directly with how many pixels it covers on the screen.
The main disadvantage versus forward texture mapping is that the
memory access pattern in the
texture space will not be linear if the texture is at an angle to the screen. This disadvantage is often addressed by
texture caching techniques, such as the
swizzled texture memory arrangement.
The linear interpolation can be used directly for simple and efficient
affine
Affine may describe any of various topics concerned with connections or affinities.
It may refer to:
* Affine, a Affinity_(law)#Terminology, relative by marriage in law and anthropology
* Affine cipher, a special case of the more general substi ...
texture mapping, but can also be adapted for
perspective correctness.
Forward texture mapping
Forward texture mapping maps each texel of the texture to a pixel on the screen. After transforming a rectangular primitive to a place on the screen, a forward texture mapping renderer iterates through each texel on the texture, splatting each one onto a pixel of the
frame buffer.
This was used by some hardware, such as the
3DO, the
Sega Saturn
The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the succes ...
and the
NV1.
The primary advantage is that the texture will be accessed in a simple linear order, allowing very efficient caching of the texture data. However, this benefit is also its disadvantage: as a primitive gets smaller on screen, it still has to iterate over every texel in the texture, causing many pixels to be overdrawn redundantly.
This method is also well suited for rendering quad primitives rather than reducing them to triangles, which provided an advantage when perspective correct texturing was not available in hardware. This is because the affine distortion of a quad looks less incorrect than the same quad split into two triangles (see
affine texture mapping above). The NV1 hardware also allowed a quadratic interpolation mode to provide an even better approximation of perspective correctness.
The existing hardware implementations did not provide effective
UV coordinate mapping, which became an important technique for 3D modelling and assisted in
clipping the texture correctly when the primitive goes over the edge of the screen. These shortcomings could have been addressed with further development, but GPU design has since mostly moved toward inverse mapping.
Applications
Beyond 3D rendering, the availability of texture mapping hardware has inspired its use for accelerating other tasks:
Tomography
It is possible to use texture mapping hardware to accelerate both the
reconstruction of
voxel data sets from
tomographic scans, and to
visualize the results.
User interfaces
Many user interfaces use texture mapping to accelerate animated transitions of screen elements, e.g.
Exposé in
Mac OS X.
See also
*
2.5D
*
3D computer graphics
3D computer graphics, sometimes called Computer-generated imagery, CGI, 3D-CGI or three-dimensional Computer-generated imagery, computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian coor ...
*
Mipmap
*
Materials system
*
Parametrization
*
Texture synthesis
*
Texture atlas
*
Texture splatting – a technique for combining textures
*
Shader (computer graphics)
References
Software
TexRecon — open-source software for texturing 3D models written in C++
External links
Introduction into texture mapping using C and SDL(PDF)
Programming a textured terrainusing XNA/DirectX, from www.riemers.net
Time TexturingTexture mapping with bezier lines
Polynomial Texture Mapping Interactive Relighting for Photos
Methods that can be used to interpolate a texture knowing the texture coords at the vertices of a polygon
3D Texturing Tools
{{DEFAULTSORT:Texture Mapping
Computer graphics