G11: Texture Mapping Flashcards

1
Q

What is a texture in computer graphics?

A

An image representing detailed surface patterns; used to efficiently store and render surface appearance.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

What are texels?

A

Texture elements—the pixels of a texture image.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

What is texture mapping?

A

The process of projecting a 2D image (texture) onto a 3D surface.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Name three basic projection methods for texture mapping.

A

Planar projection

Cylindrical projection

Spherical projection

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

What issue can arise with simple projections?

A

Distortions, especially at poles or when the intermediate object and target surface differ.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

What is UV mapping?

A

Mapping 3D model surface coordinates to a 2D domain (UV space) for texture application.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

What is UV unwrapping?

A

The process of flattening a 3D model’s surface into a 2D space for texture painting.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Why is perspective-correct interpolation needed in texture mapping?

A

Because interpolation in screen space can distort textures under perspective projection.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

How is perspective-correct interpolation done?

A

Interpolate u/z, v/z, and 1/z

Invert and multiply to get the correct texture coordinates

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

What is the problem of magnification in texture mapping?

A

A screen pixel is much smaller than a texel, leading to over-sampling and artifacts.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

How is magnification handled?

A

By using bilinear interpolation to blend the values of the four surrounding texels.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

What is the bilinear interpolation formula?

A

(1−t)⋅[(1−s)t00​+st10​]+t⋅[(1−s)t01​+st11​]

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

What is minification in texture mapping?

A

When a screen pixel covers many texels, leading to under-sampling and aliasing.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

How is minification handled?

A

By prefiltering textures using MIP maps to average over a pixel’s footprint.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

What are MIP maps?

A

A set of down-sampled textures (image pyramid), with each level having half the resolution of the previous.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

How is the appropriate MIP level chosen?

A

l=log2​(max(dx^2​,dy^2​))

Where dx and dy​ are distances between neighboring pixel samples.

16
Q

What does MIP stand for?

A

Multum In Parvo (Latin) — meaning “much in little.”