Texture atlasing is the process of combining multiple texture images into a single larger texture image, which optimizes the rendering of 3D models by reducing the number of texture swaps needed during rendering. This technique connects directly to UV mapping, where each part of a 3D model's surface is mapped to specific regions of the atlas, allowing for more efficient use of texture space and minimizing the overhead in rendering calls. It plays a crucial role in performance optimization by streamlining the graphics pipeline.
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