English

Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies

Graphics 2022-07-13 v1

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.

Keywords

Cite

@article{arxiv.2207.05618,
  title  = {Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies},
  author = {Wilhem Barbier and Jonathan Dupuy},
  journal= {arXiv preprint arXiv:2207.05618},
  year   = {2022}
}
R2 v1 2026-06-25T00:51:10.760Z