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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