Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies

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Date
2022
Journal Title
Journal ISSN
Volume Title
Publisher
ACM Association for Computing Machinery
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.
Description

CCS Concepts: Computing methodologies -> Rendering; Texturing Additional Key Words and Phrases: texturing, filtering, Ptex, GPU

        
@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
}, ISBN = {}, DOI = {
10.1145/3543868
} }
Citation