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texels

Texels, short for texture elements, are the fundamental units of a texture map in computer graphics. A texture is a 2D image applied to the surface of a 3D object to provide color and detail. Each texel stores the color information for a discrete location in texture space, typically arranged in a grid with dimensions such as width by height (for example, 1024 × 1024 texels).

When a texture is sampled during rendering, the graphics processor translates a surface point’s texture coordinates

Texels are distinct from screen pixels; a texel belongs to texture space, while a screen pixel is

Texel density, or texels per unit area, is a measure of texture detail relevant to achieving consistent

(u,
v)
into
texel
locations
and
fetches
one
or
more
texels,
applying
filtering
to
determine
the
final
color
for
screen
pixels.
Common
sampling
modes
include
nearest-neighbor
and
bilinear
or
trilinear
filtering;
mipmapping
provides
multiple
prefiltered
textures
at
smaller
resolutions
to
reduce
aliasing
when
textures
are
viewed
from
a
distance
or
at
oblique
angles.
Anisotropic
filtering
further
improves
quality
for
oblique
viewing
angles.
a
sample
on
the
display.
During
texture
mapping,
texels
are
projected
and
interpolated
to
determine
the
color
of
render-target
pixels.
Textures
can
be
stored
in
various
formats,
such
as
uncompressed
RGBA8
or
compressed
formats
like
BCn/DXT;
GPUs
also
support
mipmap
levels
and
specialized
memory
layouts
for
efficiency.
visual
fidelity
across
a
scene.
Artists
manage
texel
density
to
avoid
under-
or
over-detail
in
different
objects.
The
concept
of
texels
originates
from
texture
elements
and
remains
central
in
graphics
pipelines,
game
development,
and
3D
modeling.