Cylindrical and Toroidal Parameterizations Without Vertex Seams

Journal of Graphics Tools, Volume 16, Number 3, page 144--150 - jul 2012
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A simple rendering method to avoid vertex seams in cylindrical and toroidal UV mappings used for texture mapping is presented. (A vertex seam is a vertex duplication of a polygonal mesh with different texture coordinates assigned to the two geometrically coinciding copies.) As a result, the method leads to simpler, leaner, replication-free data structures. Is also allows for a higher degree of proceduralism in generation of texture coordinates. The method is general, trivial to implement (exhaustive pseudocode is provided), very low in cost on resources (with a virtually null impact on performance), and it leverages only basic mechanisms widely available in most GPU implementations.

An open-source implementation is available online.

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BibTex references

  author       = "Tarini, Marco",
  title        = "Cylindrical and Toroidal Parameterizations Without Vertex Seams",
  journal      = "Journal of Graphics Tools",
  number       = "3",
  volume       = "16",
  pages        = "144--150",
  month        = "jul",
  year         = "2012",
  keywords     = "parameterization, seamless, rendering",
  url          = ""

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