Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies
dc.contributor.author | Barbier, Wilhem | en_US |
dc.contributor.author | Dupuy, Jonathan | en_US |
dc.contributor.editor | Josef Spjut | en_US |
dc.contributor.editor | Marc Stamminger | en_US |
dc.contributor.editor | Victor Zordan | en_US |
dc.date.accessioned | 2023-01-23T10:23:45Z | |
dc.date.available | 2023-01-23T10:23:45Z | |
dc.date.issued | 2022 | |
dc.description.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. | en_US |
dc.description.number | 3 | |
dc.description.sectionheaders | Geometry and Textures | |
dc.description.seriesinformation | Proceedings of the ACM on Computer Graphics and Interactive Techniques | |
dc.description.volume | 5 | |
dc.identifier.doi | 10.1145/3543868 | |
dc.identifier.issn | 2577-6193 | |
dc.identifier.uri | https://doi.org/10.1145/3543868 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1145/3543868 | |
dc.publisher | ACM Association for Computing Machinery | en_US |
dc.subject | CCS Concepts: Computing methodologies -> Rendering; Texturing Additional Key Words and Phrases: texturing, filtering, Ptex, GPU | |
dc.subject | Computing methodologies | |
dc.subject | Rendering | |
dc.subject | Texturing Additional Key Words and Phrases | |
dc.subject | texturing | |
dc.subject | filtering | |
dc.subject | Ptex | |
dc.subject | GPU | |
dc.title | Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies | en_US |