"Simple" materials can be rendered reasonably well
using simple lighting and
shading models
More "complex" materials (e.g., bricks, stones, singles) could
be rendered the same way if each component (e.g., each brick)
were a polygon but this increases the complexity
of the model and the time required to render it
Texture mapping essentially attaches an image (e.g., a photograph
of a brick wall) to a polygon (e.g., representing a wall)
Terminology
Texture:
A rectangular array of colors
Texel:
An individual element in a texture
Mappings
Texture Space to Object Space:
The texel at \([u, v]\) maps to a
point at \([x, y, z, 1]\)
Object Space to "Screen" Space:
A projection/viewing transform
Mapping from Texture Space to Object Space
Mipmapping (Williams, 1983)
A Problem:
As the textured object is moved it may appear
to change abruptly
Sometimes called the "minification problem"
A Solution:
Multum In Parvo - Many things in a small place
(i.e., multiple textures at different levels of
resolution)