texture map


Also found in: Dictionary.

texture map

A two-dimensional image of a surface that is used to cover 3D objects. See texture mapping.


Applying a Texture Map
A 2D texture map is "draped" over a 3D object to create the required surface. (Image courtesy of Intergraph Computer Systems.)
References in periodicals archive ?
This format is an unpackaged 3D format comprising an object file (.obj), material file (.mtl), and texture map (.jpg), which are uploaded together.
Caption: Figure 5: The texture maps of an enhanced reference image and its distorted version.
The plant species and texture variation information is necessary to select the correct billboard texture from the complete texture map. Each plant species has multiple billboard textures based on their plant models obtained from different viewing angles, which are defined using the texture variation information.
Figure 1 illustrates how the cubic texture map is assembled from each of these image captures.
We compare the proposed method with the method in [13] which matches the texture maps with similar pose of the query face and the method in [11] matches the texture and the depth map with the gallery faces in a frontal view.
Parametric Hatch Textures: The Hatch Texture is a Real-Time 'non-photorealistic' rendering using tonal DDS Texture Maps. Controlling the intensity of the Strokes within the Hatch texture (DDS) helps attain appropriate stroke size and density at all resolutions, and helps maintain coherence across scales and tones.
It draws on the clustering strategy in SLIC [29]: clustering homogeneous pixels to produce superpixels based on six-dimensional features including color information in Lab color space, pixel locations (x,y) and texture map. Lab color space is chosen for clustering for it is better to perceive chromatic aberration.
In order to use normal maps, we must texture map the normal map image to the low resolution model.
The drawing of each triangle may also include different attributes for the triangle such as color interpolation (Gouraud shading), or applying a texture map. When applying a texture, MiMagic 6 can also compute MIP mapping and bilinear filtering of the textures.
To solve this problem, it is better to map a single texture map made up of many images on to all the books on a shelf.
(The visual complexity of these simulations was greatly enhanced by multiplying the density by a texture map; the texture can be any image.) When the entire grid is filled with a constant density and the fluid is at rest, the image is undistorted, as shown at the left of Figure 5a.
Unfortunately, the bilinear transformation only preserves straight lines originally parallel to the coordinate axes of the texture map. Consequently, the diagonals will appear curved in the resulting interpolated polygon.