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Copy UV coordinates from a reference mesh. #6625
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Related: #6615 |
Greeting, Could you please provide me some brief info about the issue and location of files/folder in which it need to be fixed. |
Disclaimer: I'm new to Open3D as well, so take this as an idea to explore. Someone more experienced can probably help you better. Assume we have a way to detect if the vertices of a triangle have "crossed the edge and wrapped around". Let, for example, |
Checklist
main
branch).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:
meshB.InterpolateTextureCoordinatesFrom(meshA)
. This does: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
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