Traditionally, texture coordinates have been generated based solely on the
model's geometry, often even before a model's textures have been created. W
ith the arrival of new technologies, such as 3D paint programs weaknesses o
f a static optimization pre-process are becoming apparent. These weaknesses
arise from constructing a parameterization based solely on the model's geo
metry, ignoring the fact that detail is Rot uniformly spaced throughout the
texture space. In fact, certain regions of the texture are more important
than other regions. In this paper we introduce the notion of the "importanc
e map" and describe how importance va:lues are derived from both intrinsic
properties of the texture and user-guided highlights. Furthermore, we descr
ibe how importance maps are used to drive the texture coordinate optimizati
on. Finally, we show how this optimization process can be integrated into a
3D painting environment, enabling periodic optimization at any stage of te
xture design.