2 research outputs found
Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies
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
Real-time per-face texture mapping on the GPU
Treball realitzat en el marc d'un programa de mobilitat amb el Karlsruhe Institute of Technology (KIT - University of the State of Baden-Wuerttemberg and National Laboratory of the Helmholtz Association)Se trata de la implementación de un método de texturación por caras en tiempo real que trabaja con "out-of-core textures". Texturas tan grandes que sobrepasan la capacidad de memoria de la GPU. En cuanto a esto se ha trabajado con varias estrategias de caché para ver cuál de ellas funcionaba mejor