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Texture mapping
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===Texture application=== This process is akin to applying patterned paper to a plain white box. Every vertex in a polygon is assigned a [[texture coordinate]] (which in the 2D case is also known as [[UV coordinate]]s).<ref>{{cite web |last1=Roberts |first1=Susan |title=How to use textures |url=https://freeassetsunity.com/how-to-use-textures/ |url-status=usurped |archive-url=https://web.archive.org/web/20210924034033/https://freeassetsunity.com/how-to-use-textures/ |archive-date=24 September 2021 |access-date=20 March 2021}}</ref> This may be done through explicit assignment of [[vertex attributes]], manually edited in a 3D modelling package through [[UV unwrapping tools]]. It is also possible to associate a procedural transformation from 3D space to texture space with the [[Material (computer graphics)|material]]. This might be accomplished via [[planar projection]] or, alternatively, [[Cylindrical coordinates|cylindrical]] or [[Spherical coordinates|spherical]] mapping. More complex mappings may consider the distance along a surface to minimize distortion. These coordinates are interpolated across the faces of polygons to sample the texture map during rendering. Textures may be '''repeated''' or '''mirrored''' to extend a finite rectangular bitmap over a larger area, or they may have a one-to-one unique "[[injective]]" mapping from every piece of a surface (which is important for [[render mapping]] and [[light mapping]], also known as [[Baking (computer graphics)|baking]]). ====Texture space==== 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. Some rendering techniques such as [[subsurface scattering]] may be performed approximately by texture-space operations.
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