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?
