texture mapping

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texture mapping

In computer graphics, the application of a type of surface to a 3D image. A texture can be uniform, such as a brick wall, or irregular, such as wood grain or marble. The common method is to create a 2D bitmapped image of the texture, called a "texture map," which is then "wrapped around" the 3D object. An alternate method is to compute the texture entirely via mathematics instead of bitmaps. The latter method is not widely used, but can create more precise textures especially if there is great depth to the objects being textured. See texel, point sampling, bilinear interpolation, trilinear interpolation, MIP mapping, procedural texture and volumetric texture.


Bitmap Texture Mapping
Each pixel in the 3D object is mapped to a corresponding texel in the 2D texture map. (Original illustration courtesy of Intergraph Computer Systems.)
References in periodicals archive ?
Outer movements largely for solo cello use its capacity for multitexturing to evoke the didgeridoo (that instrument again), crystalline upper strings provide glacial harmonics, and funky percussive string patternings bring an Indonesian feel to central movements.
This can be done by multitexturing the normal map texture with a normalization cube map, that is rotated according to the direction of our light source [2].
The multitexturing step must be repeated for each light source in our 3D scene.
Other new features include support for multitexturing, bump mapping, and cube mapping.
Other features include 32-bit internal true colour resolution, support for 8-layer multitexturing, DXTC texture compression and Direct3D compliant environment mapped bump mapping.
By doing only what is absolutely necessary, and by keeping as much 3D processing as possible on-chip, PowerVR's combination of Tile Based Rendering, 32-bit True Color, 8 Layer Multitexturing and Hidden Surface Removal allows maximum performance to be extracted from the available memory bandwidth.