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UV Mapping. CSIS 5838: Graphics and Animation for Gaming. UV Mapping. Mapping U of 3D ( x , y , z ) coordinates to 2D ( u , v ) plane Example: Simple “spherical” mapping in Blender: u = tan -1 ( y / x ) v = z. Conformal Mapping. Preserves angles locally
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UV Mapping CSIS 5838: Graphics and Animation for Gaming
UV Mapping • Mapping U of 3D (x, y, z) coordinates to 2D (u, v) plane • Example: Simple “spherical” mapping in Blender:u = tan-1(y/x)v = z
Conformal Mapping • Preserves angles locally • Defined in terms of lines drawn through space • Minimizes distortion in mapping
Least-Squares Conformal Mapping • Pure conformal mapping impossible for complex shapes • Best solution: Minimize squared error over area • Most algorithms iterative, “tweaking” mapping until good solution reached • “Seams” create places where constraints not used