# A High-Resolution Texture Mapping Technique for 3D Textured Model
## 5 Result and Discussion  
The results of the texture map and 3D textured model for six examples are depicted in Figure 10a-f, where the left and right images in each figure panel denote the 3D textured model and the texture map, respectively. The entire texture mapping process is done automatically, with a 3D model and 16 object images in different views as inputs, and the corresponding texture map as the output. The texture size for all six examples is 8912 \(\times\) 8912. The proposed process includes the following key procedures: mesh partitioning, mesh parameterization and packing, texture transferring, and correction and optimization of the texture. The initial number of seeds on mesh partitioning is set to 10, and the final number of mesh islands generated for all six examples is 10-13. Each of the results in Figure 10 can be demonstrated as a high-quality 3D textured model by applying the texture correction and  
Figure 9: Texture blending at the transition of different images: (**a**) the blending of two neighboring meshes, and (**b**) a shoe example before and after blending. optimization during the texture generation process. The results with and without texture correction and optimization are further discussed below. Figure 10: Cont. The first optimization process is mesh island packing. When the AABB method is employed (Figure 11a), the bounding box of each mesh island is larger, and the empty space inside each boundary box is also larger. When all these boundary boxes are packed onto a UV map of fixed size, each mesh island is over-compressed and loses the texture resolution that it should have. By contrast, when the OBB method is employed (Figure 11b), each boundary box can best fit its mesh island so that the  
Figure 10: The results of the texture map and 3D textured model for six examples: (a) shoe 1, (b) microphone, (c) shoe 2, (d) cup, (e) shoe 3, and (f) statue. space that a mesh island occupies is more compact. In addition, the previous resolution of the texture map was 4096 \(\times\) 4096 pixels. To maintain the resolution 5184 \(\times\) 3456 of the original image, the larger resolution 8192 \(\times\) 8192 has been applied to enhance the quality of the final texture. The texture space is four times larger than before. Therefore, each mesh island can be allocated more pixel space when all boundary boxes are packed on the same UV map. Figure 12 depicts the distribution of the mesh number on each range of pixel numbers for the following four cases: 8192 \(\times\) 8192/OBB, 8192 \(\times\) 8192/AABB, 4096 \(\times\) 4096/OBB, 4096 \(\times\) 4096/AABB and commercial (3 DSOM) software [43], where 3 DSOM is commercial software. When the number of meshes with fewer pixels is reduced, the texture resolution is closer to that of the original images. It is evident that the texture resolution of the case 8192 \(\times\) 8192/OBB is the best among the five cases because it has the minimum number of meshes with fewer pixels. In addition, the texture resolution of 3 DSOM software is the worst as most of meshes have pixels less than 2000. Therefore, the texture resolution of the proposed method is better than that of 3 DSOM software. Figure 13 depicts a local region of the texture for three cases, 3 DSOM software, 4096 \(\times\) 4096/AABB and 8192 \(\times\) 8192/OBB. The result clearly indicates that the sharpness of the texture in Figure 13c is better than that in Figure 13a,b. The 3 DSOM software blends the color with a low-pass filtered image, which will result in a loss on the texture resolution. This result indicates that the proposed method can yield a better texture resolution than 3 DSOM software. Figure 11: The results of mesh-island packing for two methods: (a) AABB method and (b) OBB method. Figure 12: The bar chart of mesh number vs. pixel number for five cases: 8192 \(\times\) 8192/OBB, 8192 \(\times\) 8192/AABB, 4096 \(\times\) 4096/OBB, 4096 \(\times\) 4096/AABB and 3 DSOM software. The next optimization process is the elimination of the texture defects caused by the geometric error.