TexF: Surface-Aligned Texture Fields move mesh texture compression beyond UV maps

ssh4net · x · 2026-09-22

A paper on mesh texture compression: TexF organizes texture attributes in sparse voxels derived from the mesh surface, replacing traditional 2D UV atlases whose chart discontinuities limit coding efficiency. It supports high-res textures, preserves local 3D correlations, and reuses established 3D codecs — voxel locations are reconstructed from the decoded mesh without separate transmission. The authors also build 3DNTC for GPU-resident compression using quantized hashing. Code link included.

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