Texture mapping in the context of "3D modeling"

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⭐ Core Definition: Texture mapping

Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut apart so that it can be unfolded into a 2D coordinate space (UV space).

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👉 Texture mapping in the context of 3D modeling

In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

Three-dimensional (3D) models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data (points and other information), 3D models can be created manually, algorithmically (procedural modeling), or by scanning. Their surfaces may be further defined with texture mapping.

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Texture mapping in the context of Shuttle Radar Topography Mission

The Shuttle Radar Topography Mission (SRTM) is an international research effort that obtained digital elevation models on a near-global scale from 56°S to 60°N, to generate the most complete high-resolution digital topographic database of Earth prior to the release of the ASTER GDEM in 2009. SRTM consisted of a specially modified radar system that flew on board the Space Shuttle Endeavour during the 11-day STS-99 mission in February 2000. The radar system was based on the older Spaceborne Imaging Radar-C/X-band Synthetic Aperture Radar (SIR-C/X-SAR), previously used on the Shuttle in 1994. To acquire topographic data, the SRTM payload was outfitted with two radar antennas. One antenna was located in the Shuttle's payload bay, the other – a critical change from the SIR-C/X-SAR, allowing single-pass interferometry – on the end of a 60-meter (200-foot) mast that extended from the payload bay once the Shuttle was in space. The technique employed is known as interferometric synthetic aperture radar. Intermap Technologies was the prime contractor for processing the interferometric synthetic aperture radar data.

The elevation models are arranged into tiles, each covering one degree of latitude and one degree of longitude, named according to their south western corners. For example, "n45e006" stretches from 45°N 6°E to 46°N 7°E and "s45w006" from 45°S 6°W to 44°S 5°W. The resolution of the raw data is one arcsecond (30 m along the equator) and coverage includes Africa, Europe, North America, South America, Asia, and Australia. A derived one arcsecond dataset with trees and other non-terrain features removed covering Australia was made available in November 2011; the raw data are restricted for government use. For the rest of the world, only three arcsecond (90 m along the equator) data are available. Each one arcsecond tile has 3,601 rows, each consisting of 3,601 16 bit bigendian cells. The dimensions of the three arcsecond tiles are 1201 x 1201. The original SRTM elevations were calculated relative to the WGS84 ellipsoid and then the EGM96 geoid separation values were added to convert to heights relative to the geoid for all the released products.

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Texture mapping in the context of Procedural modeling

Procedural modeling is an umbrella term for a number of techniques in computer graphics to create 3D models and textures from sets of rules that may be easily changed over time. L-Systems, fractals, and generative modeling are procedural modeling techniques since they apply algorithms for producing scenes. The set of rules may either be embedded into the algorithm, configurable by parameters, or the set of rules is separate from the evaluation engine. The output is called procedural content, which can be used in computer games, films, be uploaded to the internet, or the user may edit the content manually. Procedural models often exhibit database amplification, meaning that large scenes can be generated from a much smaller number of rules. If the employed algorithm produces the same output every time, the output need not be stored. Often, it suffices to start the algorithm with the same random seed to achieve this.

Although all modeling techniques on a computer require algorithms to manage and store data at some point, procedural modeling focuses on creating a model from a rule set, rather than editing the model manually by using user input, in order to make modifying model in the future easier. The parameters that define a model may be dependent on parameters or geometry from another model making modelling process very flexible. Procedural modeling is often applied when it would be too cumbersome to create a 3D model using generic 3D modelers, or when more specialized tools are required. This is often the case for plants, architecture or landscapes.

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Texture mapping in the context of Direct3D

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

Direct3D contains many commands for 3D computer graphics rendering; however, since version 8, Direct3D has superseded the DirectDraw framework and also taken responsibility for the rendering of 2D graphics. Microsoft strives to continually update Direct3D to support the latest technology available on 3D graphics cards. Direct3D offers full vertex software emulation but no pixel software emulation for features not available in hardware. For example, if software programmed using Direct3D requires pixel shaders and the video card on the user's computer does not support that feature, Direct3D will not emulate it, although it will compute and render the polygons and textures of the 3D models, albeit at a usually degraded quality and performance compared to the hardware equivalent. The API does include a Reference Rasterizer (or REF device), which emulates a generic graphics card in software, although it is too slow for most real-time 3D applications and is typically only used for debugging. A new real-time software rasterizer, WARP, designed to emulate the complete feature set of Direct3D 10.1, is included with Windows 7 and Windows Vista Service Pack 2 with the Platform Update; its performance is said to be on par with lower-end 3D cards on multi-core CPUs.

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Texture mapping in the context of Relief mapping (computer graphics)

In computer graphics, relief mapping is a texture mapping technique first introduced in 2000 used to render the surface details of three-dimensional objects accurately and efficiently. It can produce accurate depictions of self-occlusion, self-shadowing, and parallax. It is a form of short-distance ray tracing done in a pixel shader. Relief mapping is highly comparable in both function and approach to another displacement texture mapping technique, Parallax occlusion mapping, considering that they both rely on ray tracing, though the two are not to be confused with each other, as parallax occlusion mapping uses reverse heightmap tracing.

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Texture mapping in the context of SRTM

The Shuttle Radar Topography Mission (SRTM) is an international research effort that obtained digital elevation models on a near-global scale from 56°S to 60°N, to generate the most complete high-resolution digital topographic database of Earth prior to the release of the ASTER GDEM in 2009. The technique employed for generating topographic data by radar is known as interferometric synthetic aperture radar. It flew onboard the 11-day STS-99 mission in February 2000.

Intermap Technologies was the prime contractor for processing the interferometric synthetic aperture radar data. The elevation models derived from the SRTM data are used in geographic information systems. They can be downloaded freely over the Internet, and their file format (.hgt) is widely supported.

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