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Beyond UV Mapping: Mesh Texture Compression via Surface-Aligned Texture Fields

arXiv · AI, language, vision and robotics · article · Sep 20, 2026 · UTC

Mesh texture compression typically relies on 2D UV atlases, whose chart discontinuities and mapping overhead can limit coding efficiency. To tackle this challenge, we introduce TexF, a surface-aligned texture field that organizes texture attributes in sparse voxels derived from the mesh surface. This representation supports high-resolution textures while preserving local 3D correlations for compression and enabling direct surface queries. For bitstream compression, TexF reuses established 3D attribute codecs, with voxel locations reconstructed from the decoded mesh without separate transmissio

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First collected: 2026-09-23T09:51:33.063Z. This is not the publication date.