Description: A texture atlas is a large image that contains a collection of smaller textures used to reduce draw calls in graphics applications. This approach is fundamental in video game development and 3D applications, as it optimizes performance by minimizing the number of times the GPU needs to switch textures during rendering. By grouping multiple textures into a single image, processing overhead is reduced, and overall system efficiency is improved. Texture atlases are particularly useful in environments requiring multiple visual elements, such as complex scenes or games with many objects. They also facilitate resource management, allowing developers to organize and access textures more efficiently. In terms of implementation, texture atlases can be used in various graphics engines, where they are integrated into the rendering pipeline to ensure that textures are correctly applied to 3D models. Creating a texture atlas involves a careful design process, considering factors such as resolution, alignment, and texture compression to avoid visual issues like pixel bleeding between adjacent textures.