isl-org/Open3D

Copy UV coordinates from a reference mesh.

Open

#6,625 opened on Jan 26, 2024

View on GitHub
 (5 comments) (0 reactions) (0 assignees)C++ (2,151 forks)batch import
feature requestgood first issuemesh

Repository metrics

Stars
 (10,036 stars)
PR merge metrics
 (Avg merge 23d 3h) (5 merged PRs in 30d)

Description

Checklist

Proposed new feature or change

In many mesh processing workflows, UV coordinates are not preserved (e.g. mesh simplification). UV coordinates are required for many downstream tasks. One way to propagate UV coordinates through mesh processing workflows is by copying them from the original mesh. Here is an outline:

  1. Mesh A is processed to mesh B. Mesh A contains UV coordinates (and textures), but mesh B does not have them.
  2. Call meshB.InterpolateTextureCoordinatesFrom(meshA). This does:
  • Create a ray casting scene with mesh A.
  • For each vertex in mesh B, find nearest point in mesh A.
  • Assign UV coordinates of nearest point in mesh A to the vertex in mesh B.
  • Optionally, copy over any textures from mesh B to mesh A.

References

No response

Additional information

It may be necessary to convert from per-triangle UVs to per-vertex UVs (or vice versa). The following code shows an example of how to make that conversion: https://github.com/isl-org/Open3D/blob/main/cpp/open3d/visualization/rendering/filament/TriangleMeshBuffers.cpp#L614

Contributor guide