[Graphics]Texture Mapping Notes
Keywords: Graphics, Texture Mapping, UV Mapping
Documents
Mapping
Texture mapping
https://en.wikipedia.org/wiki/Texture_mapping
UV mapping
https://en.wikipedia.org/wiki/UV_mapping
Normal mapping
https://en.wikipedia.org/wiki/Normal_mapping
Why are normal maps blue and purple in color?
https://computergraphics.stackexchange.com/a/8063/8961
Orthographic projection in cartography
https://en.wikipedia.org/wiki/Orthographic_projection_in_cartography
Run-Time MIP-Map Filtering
https://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php
Textures Best Practice Guide
https://developer.arm.com/solutions/graphics-and-gaming/developer-guides/game-artist-guides/texture-best-practices/single-page
Generating Mipmaps
Vulkan Generating Mipmaps
https://vulkan-tutorial.com/Generating_Mipmaps
Tutorials
UDIMs
UDIM Workflow
https://learn.foundry.com/modo/901/content/help/pages/uving/udim_workflow.html
Creating a UV Tile (UDIMs) Substance Painter Project
https://www.youtube.com/watch?v=PJQpB_q4Yl0
Maya UDIM Tutorial - Creating UDIMs and Exporting from Maya 2022 to Substance Painter
https://www.youtube.com/watch?v=mmhdxshgHEA
maya udim | Maya UDIM Tutorial Creating UDIMs and Exporting from Maya 2022 to Substance Painter
https://www.youtube.com/watch?v=I9yVgef00z4
Enable UDIM in Unreal in Two Minutes! (4.26)
https://www.youtube.com/watch?v=t-eG2TDU048
How to use UDIM’s inside Unreal Engine - Maximize your Texture Resolution in 5 minutes!
https://www.youtube.com/watch?v=HhT9oEB7xks
Introduction to UDIMs in Blender
https://www.youtube.com/watch?v=55sGQLX7iho
Blogs
Cone Step Mapping
Relaxed Cone Step Mapping
https://polycount.com/discussion/96027/relaxed-cone-step-mapping
Papers
Papers - Texture Mapping
Texture Mapping
http://web.eecs.utk.edu/~huangj/cs456/notes/456_texturemap1.pdf
Texture Mapping
https://www.ics.uci.edu/~majumder/VC/new-lectures/texmap.pdf
Texture Mapping
https://www.cs.cmu.edu/~fp/courses/graphics/pdf-color/10-texture.pdf
Texture Mapping & Shaders
https://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-837-computer-graphics-fall-2012/lecture-notes/MIT6_837F12_Lec16.pdf
Efficient Texture Mapping by Homogeneous Patch Discovery
https://faculty.iiit.ac.in/~anoop/papers/Vikram2012-ICVGIP.pdf
Mesh simplification with UV’s boundary preserved. (Recommended)
https://cragl.cs.gmu.edu/seamless/
https://github.com/songrun/SeamAwareDecimater
Papers - Cone Step Mapping
Relaxed Cone Stepping for Relief Mapping
https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping
An Efficient Representation for Surface Details
https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf
Displacement Mapping Techniques: Analysis and Comparisons
http://www.decom.ufop.br/sibgrapi2012/eproceedings/wuw/102816_1.pdf
Anisotropic Cone Mapping
https://pdfs.semanticscholar.org/18c4/e1de57e7177c2d8d8dcc1af89827a6ec4ca3.pdf
Examples
Tiling
demonstrates hex-tiling
https://github.com/mmikk/hextile-demo
Tools
Mesh Simplification
Mesh simplification with UV’s boundary preserved
https://github.com/songrun/SeamAwareDecimater
Cases
Why are textures always square powers of two
Textures are not always square nor are they always powers of two. The reason why they tend to be powers of two is usually to increase compatibility with older video cards that imposed that restriction. As for non-square textures, that’s not usually a problem. To summarize:
- Textures typically don’t need to be square - although DirectX does have a
D3DPTEXTURECAPS_SQUAREONLY
capability but I’ve worked with non square textures even in older hardware with no problems. - Textures should be powers of two because many older graphical cards still require it. The reason for that restriction was so that they could perform some optimizations to the texture mapping operations. Most modern graphic cards don’t have this restriction either.
Origin:
https://gamedev.stackexchange.com/a/26191/117871
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