Cube mapping

The lower left image shows a scene with a viewpoint marked with a black dot. The upper image shows the net of the cube mapping as seen from that viewpoint, and the lower right image shows the cube superimposed on the original scene.

In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the map shape. The environment is projected onto the sides of a cube and stored as six square textures, or unfolded into six regions of a single texture.

The cube map is generated by first rendering the scene six times from a viewpoint, with the views defined by a 90 degree view frustum representing each cube face.[1] Or if the environment is first considered to be projected onto a sphere, then each face of the cube is its gnomonic projection.

In the majority of cases, cube mapping is preferred over the older method of sphere mapping because it eliminates many of the problems that are inherent in sphere mapping such as image distortion, viewpoint dependency, and computational inefficiency. Also, cube mapping provides a much larger capacity to support real-time rendering of reflections relative to sphere mapping because the combination of inefficiency and viewpoint dependency severely limits the ability of sphere mapping to be applied when there is a consistently changing viewpoint.

Variants of cube mapping are also commonly used in 360 video projection.

  1. ^ Fernando, R. & Kilgard M. J. (2003). The CG Tutorial: The Definitive Guide to Programmable Real-Time Graphics. (1st ed.). Addison-Wesley Longman Publishing Co., Inc. Boston, MA, USA. Chapter 7: Environment Mapping Techniques

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