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It seems like texture values can be used for things other than "pure" texture, too (e.g. displacement). Are there other examples of textures being useful in a non-traditional way?


IS there a way to use texture value to adjust the shadow according to the fake appearance for the figure on the left?


Is texture mapping implemented in a similar way to color sampling? What other considerations do we have to make?


Does text mapping have a different computation complexity for different transformation? For some transformation like rotation or translation, I don't think the cost is as high as that of a shear.


When is it preferable to use displacement mapping vs. just having that information encoded by the actual geometry data?


Are we actually splitting the geometry into many tiny triangles and thus increasing the complexity of the mesh? Or are we just recalculating where we write the data for that point in space?