Barbier, WilhemDupuy, JonathanJosef SpjutMarc StammingerVictor Zordan2023-01-232023-01-2320222577-6193https://doi.org/10.1145/3543868https://diglib.eg.org:443/handle/10.1145/3543868We 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.CCS Concepts: Computing methodologies -> Rendering; Texturing Additional Key Words and Phrases: texturing, filtering, Ptex, GPUComputing methodologiesRenderingTexturing Additional Key Words and PhrasestexturingfilteringPtexGPUHtex: Per-Halfedge Texturing for Arbitrary Mesh Topologies10.1145/3543868