Questions tagged [uv-mapping]

53 questions
15
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How to map square texture to triangle?

I want to find the texture coordinates for point P. I have the vertices of the triangle and their corresponding uv coordinates. The numbers in the little squares in the texture represent color values. What are the steps of computing the uv…
john john
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10
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Map a texture onto a hyperbolic triangle

I've been stuck on how to approach this for a while, so any suggestions would be gratefully appreciated! I want to map a texture in the form of a lower right euclidean triangle to a hyperbolic triangle on the Poincare Disk. Here's the texture (the…
Lewy Blue
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9
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Automatic generation of UV maps

Given an arbitrary triangle mesh, is it possible to automatically generate a UV mapping for it, and if so, how is it done?
Mark
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9
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2 answers

Does UV-mapping generate for some points of the 3D model several points in the 2D projection?

Assume my 3D model is a pyramid with a rectangular base and I numerate four corners of the base with 1, 2, 3, 4 and give 5 to the top point. If I project this pyramid into a 2D star-shaped object, would not all four outer points of the star be…
8
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1 answer

Perspective Correct Texture Mapping

So I'm trying to correctly map my textures in my software renderer using the u, v coordinates but I can't seem to get it working. I got affine texture mapping working. This is what I can produce using it: You can see from the "tilt" in the texture…
Andrew Wilson
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7
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How does UV unwrapping work?

I would like to project the triangles of my mesh to a 2D surface. I would like to minimalize the distorion, avoid breaking connected polygons if possible, and also maximalize the used space on the 2D surface. I tried to look for algorithms/papers…
Iter Ator
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7
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2 answers

How is texture baking implemented?

Suppose we already have UV coordinates assigned for mesh vertices, how is texture baking implemented? I guess it will be something like this: for each coordinate (u, v) in parameter space: (x, y, z) = inverse(u, v) # Get the geometric space…
TheBusyTypist
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7
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Perspective-Correct Texture Mapping

I am working on a small rendering engine for a personal project and I am having issues with the texture mapping part of it. It seems to work for some cases, but not for others. For example, when one of the vertices is behind the camera, the texture…
neat
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6
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1 answer

UV Coordinate Interpolation in Compute Shader

I am trying to get the screen space position of each pixel in a texture on a mesh and write it into a texture. I was hoping to use a compute shader to do this: #pragma kernel CSMain struct VertexData { float4 v_point; float2 uv; …
Giles Ruscoe
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5
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The Process of Spherical Harmonics

I have read about spherical harmonics from Here about the usage of SH for generating Irradiance Environment Maps and how it can make the process of generating EM faster than the regular operations. what they say is : "if we want to generate a…
Joe
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4
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Jagged texture's edge on perfectly straight UV of sphere mesh

I unwrap UV from sphere mesh to grid and put texture to align with UV grid too. When white and black border of texture fall between UV columns, I get jagged edge like in the picture. This only happens with double-curve mesh. I want to know what…
Crocomodo
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4
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2 answers

Fast approximation of spherical texture coordinates

I'm working on a Software Rasterizer on a sub-30 MHz RISC CPU My current focus is on zooming-in on a slowly rotating planet. For maximum quality, no 3D polygons are involved with the planet - the planet texturing is purely image-based. This is what…
RubyNoob
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4
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Special Texture Stretching without deformation

I am trying to achieve a special texture stretching effect in my shader. Here is how I define my uv before sampling my texture, nothing really special. // uv_ST contains the tiling and offset values uv.xy = uv.xy * uv_ST.xy + uv_ST.zw This gives…
MaT
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4
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1 answer

Algorithm to map a triangular mesh onto plane preserving angles and distances from one vertex

I have a 3D triangular mesh representing cortical surface of a brain. I also have one vertex of interest. I would like to unfold a neighborhood of this vertex in such a way that both the angles (their ratios) and distances of paths from this vertex…
Evgenii
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3 answers

Texture coordinates projection

I have some classic texture coordinates and as a normal behaviour they follow the mesh's transformations. I am trying to use the same texture coordinates behaviour but without being affected by the mesh rotation transformation. The results would be…
MaT
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