I’m looking for information about the theory and mathematics behind UV mapping. I’ve looked at some of the source in Blender, and I know (a little, tiny bit) how to *use* the UV mapping features of the program. What I’m looking for is general information behind the concepts, the math used to convert a 3D topology to a 2D one, that sort of thing. Books, web pages, even source code for other mapping programs would be great.

If anyone knows of anything like this and would like to pass it along, I would really appreciate it, thank you.

TIA,

Jack