What is Texture Mapping in Spatial Computing?

Oscar de la Hera Gomez
A flower that represents spatial computing with the text "Texture Mapping" beneath it.

In augmented reality (A/R), virtual reality (V/R) and mixed reality (M/R), the term "texture mapping" refers to a method for applying visual detail, patterns or surface quality to a three-dimensional (3D) object, model or geometry with the purpose of achieving a visual outcome.

An example of how multiple texture maps create a final visual outcome.

Examples of textures.

Texture Mapping, which sometimes is confused with Physically Based Rendering (PBR), was created by Edward Catmull (1974) and Lance Williams (1983) and is a method for mapping textures on computer generated graphics to produce a material.

Texture mapping involves applying a series of two-dimensional (2D) texture maps a three-dimensional (3D) model, object or geometry to produce a visual outcome (i.e. make a sneaker look real or a character look like a cartoon).

However, unlike PBR, unless you apply specific texture maps, texture mapping alone does not simulate how light interacts in the real-world.

CG Artists have the option to apply one or more of the following maps to 3D models, objects or geometries.

Albedo Map

An image that shows the comparison between an albedo map and a diffuse map. A diffuse map has shadows and lighting whilst the albedo does not.

Albedo Mapping vs Diffuse Mapping

Defines the base color and texture of the material, without any lighting or shading information. This is the fundamental color map.

Diffuse Map

An image that shows the comparison between an albedo map and a diffuse map. A diffuse map has shadows and lighting whilst the albedo does not.

Albedo Mapping vs Diffuse Mapping

Defines the base color and texture of the material, with lighting or shading information.

Diffuse maps are used in physically-based rendering (PBR).

Normal Map

An example of how a normal map changes how light is seen on a cube.

A normal map adds detail and allows for realistic light interactions.

Encodes surface detail and normals to simulate high-frequency geometry without increasing polygon count.

Normal maps are used in physically-based rendering (PBR) and allow for realistic lighting interactions.

Metallic Map

An example of how a metallic map allows light to show off a character.

A metallic map is a black and white map that dictates where light can reflect of a surface and how much can reflect.

Defines which areas of the surface are metallic vs non-metallic, affecting how light reflects off the material.

Metallic maps are used in physically-based rendering (PBR).

Roughness or Smoothness Map

An example of a roughness map showing how as you increase roughness, less light can reflect of an object.

A roughness map allows you to create gloss and matte effects.

Defines the microscopic unevenness of the surface, controlling the spread of specular highlights.

Roughness or smoothness maps are used in physically-based rendering (PBR).

Ambient Occlusion Map

An example of how an ambient occlusion map adds more detail and depth to a model.

Ambient Occlusion maps allow you to add fine detail to the surface of a model.

Bakes in subtle shadowing effects to add depth and realism to the surface.

Roughness or smoothness maps are used in physically-based rendering (PBR).

Displacement Map

An example of how a displacement map can make a sphere look like a world.

Displacement maps can make a sphere look like the planet.

Modifies the actual geometry of the mesh, adding true depth and detail. Can be used for parallax occlusion mapping.

Height or Bump Map

An example of how a bump map adds details to a model.

Bump maps simulate surface details like bricks on a wall.

A greyscale map that simulates surface detail by perturbing the surface normals.

Bump or height maps are similar to normal maps but are considered an older technique.

Specular Map

An example showing how specular maps allow for light to shine.

Specular maps allow for light to shine on surfaces.

Controls the intensity and color of specular highlights on the surface.

Specular maps are used in physically-based rendering (PBR).

Opacity/Alpha Map

An example of how an opacity map creates transparency within an object.

Opacity maps can make spheres appear like complex objects.

Defines transparent or translucent areas of the material.

Emission Map

An object that simulate a TV uses an emission map to shine light outwards.

Emission maps dictate how the object emits light.

Defines areas of the surface that emit light, useful for effects like glowing signs or emissive materials.

Emission maps are used in physically-based rendering (PBR).

Looking to learn more about how computer graphics (CG) are rendered?

Consult our article below to learn more about how computer graphics are rendered.

Looking to learn more about Technology, Augmented Reality, Virtual Reality, Mixed Reality or Spatial Computing?

Search our blog to find educational content on technology, A/R, V/R, M/R and spatial computing.

Any Questions?

We are actively looking for feedback on how to improve this resource. Please send us a note to inquiries@delasign.com with any thoughts or feedback you may have.
delasign logo

Book a Free Consultation.

An icon of an email.

Click here to email us.

Fill in the details below to book a free consultation or to let us know about something else. Whatever it is, we are here to help.

How can we help you ?

Contact Details