Texture Mapping
Texture mapping is a computer graphics technique that applies a 2D image (texture) to the surface of a 3D or 2D object to add detail, color, or realism, for example: wrapping a brick pattern onto a wall, or a rocky texture onto a cliff face. Texture mapping uses UV mapping where we map texture coordinates (U, V) to an object’s geometry. Think of it like unwrapping a 3D model into a flat 2D layout, where U and V represent horizontal and vertical coordinates on the texture image.
In rendering, texture mapping enhances both rasterisation and ray tracing. Textures interact with lighting models to define surface properties, such as shininess or roughness, affecting pixel colors on bitmap displays. While essential for visual richness, texture mapping can increase memory usage and requires careful UV coordinate design to avoid stretching or seams, making it a key component in games, films, and vector-to-bitmap rendering.
Final thoughts
As far as content/concepts go we have about covered what is likely to be in the exam (based on the paltry amount of information given to us by the NZQA). Across these pages/lessons we have focused primarily on obtaining an understanding of computer graphics - what they are, how we use them, etc. In general in computer science exams, achieved/merit level questions focus on the "what", "how", and "why" and applying this understanding to real life examples. Students who obtain excellence are able to demonstrate their understanding of concepts, whilst also drawing them out further and applying them to other unstated scenarios. This is a harder thing to teach/learn as it is linked directly to your own understanding and ability to abstract this out in your mind. However, we can practice the kind of writing that this requires - this is what we will focus on in the final worksheets.