UV mapping is the 3D modeling process of projecting a 2D image to a 3D model's surface for texture mapping.
This process projects a texture map onto a 3D object. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space.
UV texturing permits polygons that make up a 3D object to be painted with color (and other surface attributes) from an ordinary image. The image is called a UV texture map. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangular piece of the image map and pasting it onto a triangle on the object. UV is an alternative to projection mapping (e.g. using any pair of the model's X,Y,Z coordinates, or any transformation of the position); it only maps into a texture space rather than into the geometric space of the object. But the rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface.
In the example to the right, a sphere is given a checkered texture in two ways. On the left, without UV mapping, the sphere is carved out of three-dimensional checkers tiling Euclidean space. With UV mapping, the checkers tile the two-dimensional UV space, and points on the sphere map to this space according to their latitude and longitude.
When a model is created as a polygon mesh using a 3D modeler, UV coordinates (also known as texture coordinates) can be generated for each vertex in the mesh. One way is for the 3D modeler to unfold the triangle mesh at the seams, automatically laying out the triangles on a flat page. If the mesh is a UV sphere, for example, the modeler might transform it into an equirectangular projection. Once the model is unwrapped, the artist can paint a texture on each triangle individually, using the unwrapped mesh as a template. When the scene is rendered, each triangle will map to the appropriate texture from the "decal sheet".