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UV conversion

Equidistant projection - an example of applying a two-dimensional texture ( U , V coordinates) to a three-dimensional globe ( X , Y , Z coordinates)
Chess texture on a sphere: on the left is a common matrix for the entire sphere, on the right is a scan with an equal-intermediate projection
An example of texture mapping on a cube . The texture has the form of a flat scan .

UV conversion or development in a three-dimensional graph ( English UV map ) - the correspondence between the coordinates on the surface of a three-dimensional object ( X , Y , Z ) and the coordinates on the texture ( U , V ). The values ​​of U and V usually vary from 0 to 1 [1] . The scan can be built either manually or automatically - for example, in 3D Studio MAX there are several algorithms for the automatic deployment of the model.

Modern three-dimensional hardware considers that UV-conversion within the limits of one triangle is affine - therefore it is enough to set U and V for each vertex of each of the triangles. However, the 3D modeler chooses exactly how to join the triangles with each other, and the ability to build a successful scan is one of the indicators of his class. There are several conflicting scan quality indicators:

  • Maximum use of the texture area. However, depending on the gap between the "minimum" and "maximum" system requirements, the edges of the scan texture need a certain "allowance" for generating smaller textures . [2]
  • Lack of areas with insufficient or excessive texture detail.
  • Lack of areas with excessive geometric distortion.
  • The similarity with the standard angles from which an object is usually drawn or photographed simplifies the artist’s work on textures .
  • Successfully located “seams” are lines corresponding to one edge, but located in different places of the texture. Seams are desirable if there is a natural “gap” in the surface (seams of clothing, edges, joints, etc.), and undesirable if there are none. Amateurs from all over the world participated in the modeling of Dota 2 characters, and the modeling guide required that the eyes be a separate “island” of development. [2]
  • For partially symmetrical objects: a successful combination of symmetric and asymmetric scan areas. Symmetry increases the detail of the texture and simplifies the work of the artist on the textures; asymmetric details “enliven” the object.

Example: Equidistant Projection

In cartography, a cylindrical projection is a family of projections that transform meridians in the vertical ( U = const) and parallels in the horizontal ( V = const). One of the cylindrical projections, the so-called equidistant projection (φ - latitude , [−π; π]; λ - longitude , [−½π; ½π]):

u=φ2π+0,5{\ displaystyle u = {\ frac {\ varphi} {2 \ pi}} + 0 {,} 5}  
v=λπ+0,5{\ displaystyle v = {\ frac {\ lambda} {\ pi}} + 0 {,} 5}  

A similar transformation can be applied in computer graphics to superimpose the texture of the earth's surface on a three-dimensional ball. By these metrics:

  • Use of texture area : excellent. Used the entire area of ​​the texture.
  • Lack of areas with insufficient / excessive detail : medium. The poles have an excess of detail.
  • Similarities to standard angles : good. Such a projection is similar to ordinary cartographic, although it does not coincide with them.
  • Lack of seams : excellent. There is one seam along the meridian (between U = 0 and U = 1). The seam can be made as invisible as possible by placing the ocean in its place; also, cyclically shifting the texture, you can accurately draw a seam, and then shift it back.
  • Geometric distortion : bad. At the poles, the Earth's surface is severely distorted.
  • Symmetry : not applicable. The globe is asymmetrical.

UVW Conversion

Painted and photographic textures use only two coordinates: U and V. In the case of auto-generated textures or multitexturing, a third coordinate is possible - W , depth in the “continuum of textures” [3] . For example, W = 0 can be sand, W = 1 can be stones, intermediate values ​​can be sand from which stones peep.

The fourth, fifth, etc. coordinates are theoretically possible - however, the graphic hardware, imposing textures, carries out the transformationR3→R3 {\ displaystyle \ mathbb {R} ^ {3} \ to \ mathbb {R} ^ {3}}   [4] and discards the third coordinate. The UVW transform uses the discarded coordinate to transition from one texture to another: it animates the “screen world” without seriously changing the design of the video card.

Notes

  1. ↑ There is also a mode where U and V are arbitrary, and the video card takes a fractional part , this allows you to cover the surface with a repeating texture. However, in this mode, the scan is prepared algorithmically, and not manually.
  2. ↑ 1 2 DOTA 2 item UV mapping
  3. ↑ 3ds Max UVW Mapping - CGWiki ( unopened ) (inaccessible link) . Date of treatment July 29, 2013. Archived September 21, 2013.
  4. ↑ To be precise, the graphics accelerator operates with 4-dimensional vectors, which are the uniform coordinates of a point in R³
Source - https://ru.wikipedia.org/w/index.php?title=UV-conversion&oldid=101021578


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Clever Geek | 2019