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1.0.5 | UV坐標(biāo)

2023-08-03 16:04 作者:GeometryGlacier  | 我要投稿

目錄索引

本系列與知乎同名翻譯同步更新,原文鏈接:https://zhuanlan.zhihu.com/p/645927470

如有任何翻譯錯(cuò)誤,歡迎在評(píng)論區(qū)踹我:)!

原文對(duì)照

We have all changed the skin of our favorite character for a better one. UV coordinates are directly related to this concept, since they allow us to position a two-dimensional texture on the surface of a three-dimensional object. These coordinates act as reference points, which control which texels in the texture map correspond to each vertex in the mesh.

The process of positioning vertices over UV coordinates is called "UV mapping". It is a process by which UV that appears as a flattened, two-dimensional representation of the object’s mesh is created, edited, and organized. Within our shader, we can access this property, either to position a texture on our 3d model or to save information in it.

Fig. 1.0.5a, The vertices can be arranged in different ways within a UV map.

The area of the UV coordinates is equal to a range between 0.0f and 1.0f, where "zero" means the starting point and "one" is the endpoint.

Fig. 1.0.5b. Graphic reference to the UV coordinates in a cartesian plane.

譯文

你給自己喜歡的游戲角色換過(guò)皮膚嗎?UV坐標(biāo)與角色換膚這件事息息相關(guān),因?yàn)樗试S我們?cè)谌S模型表面定位二維紋理。以UV坐標(biāo)作為參考,可以控制網(wǎng)格中的每個(gè)頂點(diǎn)與貼圖中的哪些像素相對(duì)應(yīng)。

根據(jù) UV 坐標(biāo)定位頂點(diǎn)的過(guò)程稱(chēng)為 "UV 映射"。這是一個(gè)創(chuàng)建、編輯和組織 UV 的過(guò)程,UV 顯示為模型網(wǎng)格的扁平化二維表示。在著色器中,我們可以訪問(wèn)該屬性,以便在 3d 模型上定位紋理或在其中保存信息。

Fig. 1.0.5a. 頂點(diǎn)可以在 UV 貼圖中以不同方式排列

UV 坐標(biāo)的面積表示為 0.0f 到 1.0f 之間的范圍,其中 "0 "表示起點(diǎn),"1 "表示終點(diǎn)。

Fig. 1.0.5b. 平面直角坐標(biāo)系上的UV 坐標(biāo)


1.0.5 | UV坐標(biāo)的評(píng)論 (共 條)

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