  We address the issue of creating consistent mesh texture maps captured from
scenes without color calibration. We find that the method for aggregation of
the multiple views is crucial for creating spatially consistent meshes without
the need to explicitly optimize for spatial consistency. We compute a color
prior from the cross-correlation of observable view faces and the faces per
view to identify an optimal per-face color. We then use this color in a
re-weighting ratio for the best-view texture, which is identified by prior mesh
texturing work, to create a spatial consistent texture map. Despite our method
not explicitly handling spatial consistency, our results show qualitatively
more consistent results than other state-of-the-art techniques while being
computationally more efficient. We evaluate on prior datasets and additionally
Matterport3D showing qualitative improvements.
