Texels can also be described by image regions that are obtained through simple procedures such as thresholding.
[2] When texturing a 3D surface or surfaces (a process known as texture mapping), the renderer maps texels to appropriate pixels in the geometric fragment (typically a triangle) in the output picture.
On modern computers, this operation is accomplished on the graphics processing unit.
[3] These values are multiplied by the resolution of the texture to obtain the location of the texel.
When a texel is requested that is not on an integer position, texture filtering is applied.