Htex

IF 2.3 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Wilhem Barbier, J. Dupuy
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引用次数: 0

摘要

我们介绍了每半边纹理(Htex),这是一种GPU友好的方法,用于在没有显式参数化的情况下对任意多边形网格进行纹理处理。Htex基于这样一种见解,即半边编码多边形网格的内在三角测量,其中每个半边跨越具有直接邻接信息的唯一三角形。Htex不是像以前的无参数化纹理方法那样为输入网格的每个面存储一个单独的纹理,而是为每个半边及其孪晶存储一个正方形纹理。我们表明,从表面到半边缘的这种简单变化导致了高性能无参数化纹理的两个重要特性。首先,Htex本身支持任意多边形,而不需要专用代码,例如非四边形面。其次,Htex提供了一种简单高效的GPU实现,每个半边缘只使用三次纹理提取,即可在整个网格上产生连续纹理。我们通过实时呈现生产资产来展示Htex的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Htex
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.
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来源期刊
CiteScore
2.90
自引率
0.00%
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0
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