Suppose we already have UV coordinates assigned for mesh vertices, how is texture baking implemented?
I guess it will be something like this:
for each coordinate (u, v) in parameter space: (x, y, z) = inverse(u, v) # Get the geometric space coordinate. f = faces(x, y, z) # Get the corresponding face. We may need face's normal for rendering. pixels[u, v] = render(x, y, z, f)
What is the
inverse function? Is it a projective transformation, or a bilinear transformation?
And how to get the corresponding face of one coordinate (u, v) efficiently?