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Techniques & Technology

Texture Mapping

Images on polygons

Texture mapping wraps 2D images onto 3D surfaces, adding visual detail to polygonal models without the geometric complexity that would otherwise be required.

pcPlayStationsega-saturnnintendo-64 3dgraphicsrendering 1992–1999

Overview

Polygons alone look flat and lifeless. Texture mapping solved this by wrapping 2D images—textures—onto 3D surfaces, adding detail that geometry couldn’t practically provide. A brick wall didn’t need thousands of polygons; it needed one rectangle with a brick image. The technique became fundamental to real-time 3D graphics.

Fast facts

  • Purpose: Add surface detail.
  • Method: UV coordinate mapping.
  • Benefit: Detail without geometry.
  • Hardware: Dedicated texture units.

UV coordinates

ConceptFunction
U axisHorizontal texture position
V axisVertical texture position
MappingTexture to vertex association
InterpolationFill polygon interior

Mapping methods

TypeApplication
PlanarFlat surfaces
CylindricalRounded objects
SphericalGlobes, balls
UV unwrapComplex shapes

Perspective correction

IssueSolution
Affine distortionWarping on angles
Per-pixel divisionCorrect perspective
Hardware supportGPU calculation
Software fallbackSubdivision tricks

Platform approaches

PlatformMethod
PlayStationAffine (warping visible)
SaturnQuadrilateral subdivision
Nintendo 64Perspective-correct
PC (3dfx)Full correction

Filtering methods

FilterQuality
Nearest neighbourPixelated
BilinearSmooth, blurry
TrilinearMipmap blending
AnisotropicAngle-aware

Mipmapping

PurposeImplementation
Distance scalingPre-scaled versions
PerformanceSmaller textures far away
AliasingReduces shimmer

Memory considerations

FactorImpact
ResolutionVRAM usage
Colour depthMemory per texel
CompressionSize reduction
PalettesColour lookup

See also