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    Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies

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    Date
    2022
    Author
    Barbier, Wilhem
    Dupuy, Jonathan
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    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}
    }
    URI
    https://doi.org/10.1145/3543868
    https://diglib.eg.org:443/handle/10.1145/3543868
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    • High-Performance Graphics 2022

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