Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies
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.
BibTeX
@inproceedings {10.1145:3543868,
booktitle = {Proceedings of the ACM on Computer Graphics and Interactive Techniques},
editor = {Josef Spjut and Marc Stamminger and Victor Zordan},
title = {{Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies}},
author = {Barbier, Wilhem and Dupuy, Jonathan},
year = {2022},
publisher = {ACM Association for Computing Machinery},
ISSN = {2577-6193},
DOI = {10.1145/3543868}
}
booktitle = {Proceedings of the ACM on Computer Graphics and Interactive Techniques},
editor = {Josef Spjut and Marc Stamminger and Victor Zordan},
title = {{Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies}},
author = {Barbier, Wilhem and Dupuy, Jonathan},
year = {2022},
publisher = {ACM Association for Computing Machinery},
ISSN = {2577-6193},
DOI = {10.1145/3543868}
}
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