Sunday 6 January 2013

Texels and Efficiencies

In computer graphics, texture is represented by a combination of 'Texels', similar to how images are represented in Pixels. The texture is divided to a half way point between the center of each Texel and the center of every surrounding Texel for that texture. This is called 'Thresholding'. Each texel center will have a polygon surrounding it. This polygon area consists of all points that are closer to its Texel center than any other. This makes the texture application very efficient and also generates the same texture across a variety of other objects, without reproducing the same texture for each one.

It is important to understand Texels and texture efficiencies, especially when applying your own UV mapped information. For example, If I were to construct 3 tiled pillars, instead of applying 3 different sets of 'tiled' information, I can apply just one set of texture information and span it across the three pillars. This takes less information for the overall map to read and makes everything work much more efficiently.


Here is an image represented Texels, their centers or better know as 'centroids' and surrounding polygon:





Bibliography:

http://upload.wikimedia.org/wikipedia/commons/8/81/ProjectorFunc1.png

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