# A High-Resolution Texture Mapping Technique for 3D Textured Model
## 3 Overview of the Proposed Method  
The 3D textured model is created by covering a 3D model with a texture map that stores the color information of the object. The main idea of direct texture mapping is to generate the texture of the 3 Dmodel by directly using the object images. Figure 1 shows the overall flowchart of the proposed texture mapping method. The input data are the 3D model of an object and multiple object images from different views (Figure 1a). The original 3D model was generated from silhouettes of the object images using an SFS method. However, the surface quality of the original meshes was not satisfactory because of artifacts and virtual features affecting the outline shape, as well as the surface smoothness. A mesh optimization algorithm combining re-meshing, mesh smoothing, and mesh reduction was employed to eliminate the effect of the above-mentioned phenomena and yield an optimized mesh model [8]. The model after mesh optimization served as the input of the proposed texture mapping algorithm.  
Figure 1: Overall flowchart of the proposed texture mapping method: (**a**) input data, (**b**) mesh partitioning, (**c**) mesh parameterization and packing, (**d**) texture transferring, (**e**) correction and optimization, and (**f**) output object file.  
In the proposed texture mapping algorithm, mesh partitioning is first implemented to subdivide the 3D model into several charts (Figure 1b), each of which is later individually mapped onto the UV domain. Mesh partitioning is based on a chart growth method to assign a weight to each mesh on the model, and grow each chart of meshes one by one from a set of initial seed meshes. The seed meshes are optimized in an iteration process until all meshes have been clustered. This ensures that all charts are flat and compact in the boundary for easy mapping in the mesh parameterization. Mesh parameterization and packing is then implemented to map the meshes on each chart and to pack all 2D meshes on the UV domain (Figure 1c). An angle-preserving algorithm is proposed to optimize the mapping between the 3D and 2D domains, which can preserve the shape of most 2D meshes. Furthermore, all 2D meshes are tightly packed in a rectangular area to acquire the finest resolution when mapping the pixels from the image domain to the texture domain.  
Next, texture transferring is implemented to extract pixels from the image domain, and place them on the texture domain appropriately (Figure 1d). This procedure comprises three main steps: grouping the 3D meshes, extracting pixels from the image domain, and placing pixels onto the texture domain. We also propose a method to analyze the texture resolution. The proposed texture transferring algorithm ensures that the texture resolution can be set to the equivalent of the 2D images. Finally, we implement correction and optimization of the texture to eliminate erroneous color mapping that might occur due to the insufficient accuracy of the 3D model and camera parameters and to improve the photo consistency at the boundary of different image sources (Figure 1e). Several photo inconsistent problems are detected and solved one by one. The output texture map is saved as a universal data format (*obj), which can be displayed with a website viewer (Figure 1f).