ScholarQuill logoScholarQuillUniversity Notes
  • Notes
  • Past Papers
  • Blogs
  • Todo
Login
ScholarQuill logoScholarQuillUniversity Notes
Login
NotesPast PapersBlogsTodo
More
SubjectsDiscussionCGPA CalculatorGPA CalculatorStudent PortalCourse Outline
About
About usPrivacy PolicyReportContact
Notes
Past Papers
Blogs
Todo
Analytics
    Current Subject
    🧩
    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Texture mapping
    HCI & Computer GraphicsTopic 72 of 73

    Texture mapping

    2 minread
    398words
    Beginnerlevel

    1. Definition

    Texture Mapping is the process of applying a 2D image (texture) onto a 3D surface to give it detail and realism.

    • Instead of modeling every small detail (like bricks, wood grain, or fabric), a texture image is “wrapped” onto the surface.
    • Introduced by James Blinn in the 1970s, texture mapping is a fundamental technique in 3D graphics, games, and simulations.

    2. Concept

    • Each vertex of a 3D model is associated with texture coordinates (u, v).
    • The texture coordinates map a point on the 3D surface to a pixel in the texture image.
    • During rendering, the color of the pixel is taken from the texture and applied to the surface.

    3. Steps in Texture Mapping

    1. Load Texture

      • Load a 2D image (bitmap, PNG, etc.) into memory as a texture map.
    2. Assign Texture Coordinates

      • Each vertex of the polygon gets (u, v) coordinates corresponding to the texture image.
      • Coordinates are usually normalized: (0 \le u,v \le 1).
    3. Rasterization

      • For each pixel on the polygon:

        • Interpolate (u, v) coordinates.
        • Sample the texture color at that coordinate.
        • Assign the sampled color to the pixel.
    4. Optional Enhancements

      • Filtering: Bilinear or trilinear filtering to smooth textures.
      • Mipmapping: Precomputed lower-resolution textures to reduce aliasing.
      • Environment mapping: Reflective or shiny surfaces.

    4. Types of Texture Mapping

    Type Description
    2D Texture Mapping Map a 2D image onto a polygonal surface
    3D (Volumetric) Texture Map 3D textures for volumetric effects like smoke
    Bump Mapping Simulate surface irregularities using a normal map
    Environment Mapping Simulate reflections on shiny surfaces
    Procedural Texturing Generate textures algorithmically rather than from an image

    5. Applications

    1. Games and VR – Adding realism to objects and environments.
    2. Simulation – Terrain rendering, satellite imagery.
    3. Movies & Animation – Surface details for characters and props.
    4. CAD & Visualization – Materials like wood, metal, or glass.

    6. Advantages

    • Reduces geometry complexity; you don’t need detailed polygons.
    • Provides realistic surface appearance quickly.
    • Compatible with hardware acceleration in GPUs.

    7. Summary Table

    Aspect Description
    Purpose Add realistic detail to 3D surfaces
    Technique Map a 2D image (texture) to polygons using (u, v) coordinates
    Enhancements Filtering, mipmapping, bump mapping, environment mapping
    Applications Games, VR, simulations, movies, CAD

    Key Points:

    • Texture mapping = 2D image “wrapped” on 3D surfaces.
    • Vertex texture coordinates (u, v) guide where to sample the texture.
    • Widely used in real-time rendering, animations, and simulations.
    Previous topic 71
    Reading and writing bitmaps and pixel maps
    Next topic 73
    Compositing

    Past Papers

    Open this section to load past papers

    Click on Show Past Papers to see past papers.
    On This Page
      Reading Stats
      Est. reading time2 min
      Word count398
      Code examples0
      DifficultyBeginner