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Texels
They are the smallest unit of a texture image. A texel maps to a point on a 3D surface via UV coordinates/texture pixels
UV mapping
Mapping 3D surface points to 2D texture coordinates
Name three mapping types
UV, planar, spherical, cylindrical, triplanar
How to fix textures that stretch?
Adjust UVs or use triplanar mapping
texture wrapping
How textures behave when UV > 1: repeat, mirrored repeat, clamp
magnification filtering
Choosing between texels when enlarging texture (nearest/linear).
minification filtering
Selecting texel values when shrinking texture; requires MIP maps
MIP map
Chain of precomputed scaled textures for level-of-detail
why MIP maps?
Remove aliasing, improve performance, smoother textures
normal mapping
A texture that alters surface normals to fake high detail
roughness mapping
Controls how blurry or sharp reflections appear in PBR
metalness mapping
Defines which parts behave like metal vs dielectric
environment mapping
Using skybox/HDR image to simulate reflections
displacement mapping
Actually moves geometry based on texture values
What does filtering prevent?
Aliasing, flickering, blocky textures
texture atlas
Many textures packed into a single image
Why HDR maps
Enables realistic global illumination and reflections
What defines texture detail level?LOD
Resolution, texel density, MIP levels
sampler
Shader component reading texel values
Why is UV unwrapping necessary?
Ensures correct mapping of textures to 3D geometry