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UV Mapping (UV Transformation)

Lecture



UV mapping, or unwrapping, in three-dimensional graphics (UV map) is the correspondence between coordinates on the surface of a three-dimensional object (X, Y, Z) and coordinates on a texture (U, V). The values of U and V typically range from 0 to 1. Unwrapping can be done either manually or automatically — for example, 3Ds Studio MAX offers several algorithms for automatic model unwrapping.

Modern three-dimensional hardware assumes that the UV transformation within a single triangle is affine — consequently, it is sufficient to specify U and V for each vertex of each triangle. However, it is the 3D modeler who chooses exactly how to join the triangles together, and the ability to build a successful unwrap is one of the indicators of the modeler's skill. There are several criteria for unwrap quality that conflict with one another:

  • Maximal use of the texture area. However, depending on the gap between the «minimum» and «maximum» system requirements, a certain «margin» is needed at the edges of the unwrap to allow the generation of smaller-sized textures
  • Absence of areas with insufficient or excessive texture detail.
  • Absence of areas with excessive geometric distortion.
  • Similarity to the standard viewpoints from which the object is usually drawn or photographed simplifies the work of the texture artist.
  • Well-placed «seams» — lines corresponding to a single edge but located in different places on the texture. Seams are desirable where there is a natural «break» in the surface (clothing seams, edges, joints, etc.), and undesirable where there is none. Amateurs from all over the world took part in modeling the Dota 2 characters, and the modeling guidelines required that the eyes be a separate «island» of the unwrap.
  • For partially symmetric objects: a successful combination of symmetric and asymmetric sections of the unwrap. Symmetry increases texture detail and simplifies the work of the texture artist; asymmetric details «bring the object to life».

UV Mapping (UV Transformation)

Equirectangular projection — an example of mapping a two-dimensional texture (coordinates U, V) onto a three-dimensional globe (coordinates X, Y, Z)

UV Mapping (UV Transformation)

A checkerboard texture on a sphere: on the left — a single matrix applied to the whole sphere, on the right — an unwrap with an equirectangular projection

UV Mapping (UV Transformation)

An example of mapping a texture onto a cube. The texture is in the form of a flat unwrap.

Example: equirectangular projection

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

UV Mapping (UV Transformation)

UV Mapping (UV Transformation)

A similar transformation can also be applied in computer graphics to map a texture of the Earth's surface onto a three-dimensional sphere. According to these metrics:

  • Use of texture area: excellent. The entire texture area is used.
  • Absence of areas with insufficient/excessive detail: medium. There is excess detail at the poles.
  • Similarity to standard viewpoints: good. This projection resembles ordinary cartographic ones, although it does not coincide with them.
  • Absence of seams: excellent. There is a single seam along the meridian (between U=0 and U=1). The seam can be made as inconspicuous as possible by placing an ocean at its location; also, by cyclically shifting the texture, one can carefully draw the seam and then shift it back.
  • Geometric distortion: poor. At the poles, the Earth's surface is strongly distorted.
  • Symmetry: not applicable. The globe is asymmetric.

UVW mapping

Drawn 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 «texture continuum» . For example, W=0 might be sand, W=1 — rocks, with intermediate values being sand with rocks poking through.

Theoretically, a fourth, fifth, and so on coordinates are possible — however, graphics hardware, when applying textures, performs the transformation UV Mapping (UV Transformation) and discards the third coordinate. UVW mapping puts the discarded coordinate to use for transitions from one texture to another: this brings the «world behind the screen» to life without significantly changing the design of the graphics card.

See also

  • Map projection
  • Geodesic
  • Least squares conformal mapping
  • Mesh parameterization
  • NURBS (Non-Uniform Rational B-Spline)
  • Polygon mesh
  • Radon transform
  • Lightmap
  • Digital sculpting
  • Barycentric coordinate system
created: 2025-01-18
updated: 2026-03-09
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Lectures and tutorial on "computer graphics"

Terms: computer graphics