Previous | Next --- Slide 42 of 111
Back to Lecture Thumbnails
jochuang

https://i.imgflip.com/4urcbe.jpg (I have another serious comment in this lecture please don't ban me)

liangcyn

+1

mrn

I wonder how the texture coordinate is related to texture image and screen space coordinate? What's the relationship for mapping? I'm a little confused here.

amallery

What is helpful about having some of the model's information defined in texture coordinates here instead of directly encoded in the original screen space coordinates?

little_cold

Response to mrn: I guess the relationship is: with 100x100 screen space, if we want to apply an 50x50 image as texture, with a repeat of 5x5. Then each 20x20 area in the screen space corresponds to a uv coordinate (0,1)x(0,1), where (uv,)=(0,0) and (uv,)=(1,1) correspond to (0,0) and (50,50) in the texture image, respectively.

mershy

@amallery, I'm a bit confused as well. I guess in @little_cold's example, if the texture space is in fact smaller than the screen space, then this would make sense to me, but there's a chance the texture is a continuous function or larger than the screen space. This might be a somewhat convoluted setup for 3D rendering, where representing objects' surface colors as textures would in fact be a huge optimization.

jestinm

As I understand it, screen space coordinates are mapped to texture space coordinates which are coordinates for the texture image. One advantage I see of using different coordinate systems is that you can be more flexible in using different textures of different dimensions. For example, if I were to use 10 different texture maps, I would just need 10 different mapping functions. (@mershy I guess this is similar to what you mention about texture being a function).

tsk

how do we actually come up with these (u,v) coordinates for each vertex?

Please log in to leave a comment.