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  2. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV texturing is an alternative to projection mapping (e.g., using any pair of the model's X, Y, Z coordinates or any transformation of the position); it only maps into a texture space rather than into the geometric space of the object. The rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface.

  3. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    Texture mapping maps the model surface (or screen space during rasterization) into texture space; in this space, the texture map is visible in its undistorted form. UV unwrapping tools typically provide a view in texture space for manual editing of texture coordinates.

  4. UVW mapping - Wikipedia

    en.wikipedia.org/wiki/UVW_mapping

    UVW mapping is a mathematical technique for coordinate mapping. [1] In computer graphics, it most commonly maps an object's surface in to a solid texture with UVW coordinates in , in contrast to UV mapping, which maps surfaces in to an image with UV coordinates in .

  5. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    2D texture map A texture map with two dimensions, typically indexed by UV coordinates. 2D vector A two-dimensional vector, a common data type in rasterization algorithms, 2D computer graphics, graphical user interface libraries. 2.5D Also pseudo 3D.

  6. CIELUV - Wikipedia

    en.wikipedia.org/wiki/CIELUV

    CIELUV is an Adams chromatic valence color space and is an update of the CIE 1964 (U*, V*, W*) color space (CIEUVW). The differences include a slightly modified lightness scale and a modified uniform chromaticity scale, in which one of the coordinates, v′, is 1.5 times as large as v in its 1960 predecessor.

  7. Lightmap - Wikipedia

    en.wikipedia.org/wiki/Lightmap

    Modern 3D packages include specific plugins for applying light-map UV-coordinates, atlas-ing multiple surfaces into single texture sheets, and rendering the maps themselves. Alternatively game engine pipelines may include custom lightmap creation tools.

  8. Cube mapping - Wikipedia

    en.wikipedia.org/wiki/Cube_mapping

    Cube maps provide a fairly straightforward and efficient solution to rendering stable specular highlights. Multiple specular highlights can be encoded into a cube map texture, which can then be accessed by interpolating across the surface's reflection vector to supply coordinates. Relative to computing lighting at individual vertices, this ...

  9. CIE 1964 color space - Wikipedia

    en.wikipedia.org/wiki/CIE_1964_color_space

    The chromaticity components U* and V* are defined such that the white point maps to the origin, as in Adams chromatic valence color spaces. This arrangement has the benefit of being able to express the loci of chromaticities with constant saturation simply as ( U *) 2 + ( V *) 2 = C for a constant C .