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