Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU
An example showing the process of unfolding a cube mesh and mapping it into a flatten patch in 2D texture space. (a) is the 3D cube mesh formed by 8 vertices and 6 triangles. (b) is the unfolded texture map formed by 14 pairs of texture coordinates and 6 triangles. Bold lines are the boundary edges (seams) to cut the cube, and the vertices in red are boundary vertices that are mapped into multiple pairs of texture coordinates. In (b), stands for a point in 2D texture space, and in the parenthesis is the corresponding vertex in the cube.