Intermediate Topic 23 of 49 Graphics, Vision & Media
Texture Mapping
Wrapping images over surfaces.
How it works
Texture mapping applies images, textures, to surfaces by assigning each vertex UV coordinates that index into the texture, which are interpolated across triangles. Sampling uses filtering: nearest, bilinear or trilinear with mipmaps to prevent shimmering at distance, and anisotropic filtering for oblique angles. Textures store color, normals for fine relief, roughness, metalness, ambient occlusion, emissive and height maps, and wrapping modes such as repeat or clamp control values outside 0 to 1. Atlases and compression formats such as BC7 and ASTC save memory.
Where it is used
Nearly every 3D model, terrain, user interface and sprite uses textures, which add detail without extra geometry.
Common pitfall
Poor UV unwrapping causes stretching and visible seams. Missing mipmaps cause aliasing and moire, while too aggressive blurring loses detail. Non-power-of-two sizes and large textures use memory and bandwidth. Sampling in the wrong color space gives incorrect colors, so mark color textures as sRGB and data textures as linear. Texture bleeding at atlas borders needs padding.
Where it fits in the course
Texture Mapping is topic 23 of 49 in Graphics, Vision & Media, rated Intermediate. It follows Shading Models. The next topic is Shaders.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
- Shading Models (Graphics, Vision & Media)
- Shaders (Graphics, Vision & Media)
- Z-Buffer (Graphics, Vision & Media)
- Ray Tracing (Graphics, Vision & Media)
- Cache Mapping (Computer Architecture & Logic)