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Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies

Published: 27 July 2022 Publication History

Abstract

We introduce per-halfedge texturing (Htex) a GPU-friendly method for texturing arbitrary polygon-meshes without an explicit parameterization. Htex builds upon the insight that halfedges encode an intrinsic triangulation for polygon meshes, where each halfedge spans a unique triangle with direct adjacency information. Rather than storing a separate texture per face of the input mesh as is done by previous parameterization-free texturing methods, Htex stores a square texture for each halfedge and its twin. We show that this simple change from face to halfedge induces two important properties for high performance parameterization-free texturing. First, Htex natively supports arbitrary polygons without requiring dedicated code for, e.g, non-quad faces. Second, Htex leads to a straightforward and efficient GPU implementation that uses only three texture-fetches per halfedge to produce continuous texturing across the entire mesh. We demonstrate the effectiveness of Htex by rendering production assets in real time.

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      cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
      Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 5, Issue 3
      July 2022
      198 pages
      EISSN:2577-6193
      DOI:10.1145/3552302
      Issue’s Table of Contents
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 27 July 2022
      Published in PACMCGIT Volume 5, Issue 3

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      Author Tags

      1. GPU
      2. Ptex
      3. filtering
      4. texturing

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