Real-World Textured Things: a Repository of Textured Models Generated with Modern Photo-Reconstruction Tools
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Abstract (arXiv)
We are witnessing a proliferation of textured 3D models captured from the real world with automatic photo-reconstruction tools. Digital 3D models of this class come with a unique set of characteristics and defects -- especially concerning their parametrization -- setting them starkly apart from 3D models originating from other, more traditional, sources. We study this class of 3D models by collecting a significant number of representatives and quantitatively evaluating their quality according to several metrics. These include a new invariant metric we design to assess the fragmentation of the UV map, one of the main weaknesses hindering the usability of these models. Our results back the widely shared notion that such models are not fit for direct use in downstream applications (such as videogames), and require challenging processing steps. Regrettably, existing automatic geometry processing tools are not always up to the task: for example, we verify that available tools for UV optimization often fail due mesh inconsistencies, geometric and topological noise, excessive resolution, or other factors; moreover, even when an output is produced, it is rarely a significant improvement over the input (according to the aforementioned measures). Therefore, we argue that further advancements are required specifically targeted at this class of models. Towards this goal, we share the models we collected in the form of a new public repository, Real-World Textured Things (RWTT), a benchmark to systematic field-test and compare algorithms. RWTT consists of 568 carefully selected textured 3D models representative of all the main modern off-the-shelf photo-reconstruction tools. The repository is available at http://texturedmesh.isti.cnr.it/ and is browsable by metadata collected during experiments, and comes with a tool, TexMetro, providing the same set of measures for generic UV mapped datasets.
Key facts. Cited by 10 papers in the map (data through 7 Oct 2026). First posted on arXiv 30 Apr 2020.
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Citing papers per year: 2021: 1; 2022: 0; 2023: 0; 2024: 1; 2025: 7; 2026: 1.
10 papers.
- 2024Rendering-Oriented 3D Point Cloud Attribute Compression using Sparse Tensor-based Transformercited by 4
- 2025Voxel-based Point Cloud Geometry Compression with Space-to-Channel Contextcited by 4
- 2025WIR3D: Visually-Informed and Geometry-Aware 3D Shape Abstractioncited by 3
- 2025GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Realitycited by 2
- 2021HyperColor: A HyperNetwork Approach for Synthesizing Auto-colored 3D Models for Game Scenes Populationcited by 1
- 2025Deep-JGAC: End-to-End Deep Joint Geometry and Attribute Compression for Dense Colored Point Cloudscited by 1
- 2025UGAE: Unified Geometry and Attribute Enhancement for G-PCC Compressed Point Cloudscited by 1
- 2025Rate-distortion Optimized Point Cloud Preprocessing for Geometry-based Point Cloud Compressioncited by 0
- 2025MEGA-PCC: A Mamba-based Efficient Approach for Joint Geometry and Attribute Point Cloud Compressioncited by 0
- 2026SurfelSoup: Learned Point Cloud Geometry Compression With a Probablistic SurfelTree Representationcited by 0
- 2026SurfelSoup: Learned Point Cloud Geometry Compression With a Probablistic SurfelTree Representation30 Jan 2026
- 2025MEGA-PCC: A Mamba-based Efficient Approach for Joint Geometry and Attribute Point Cloud Compression27 Dec 2025
- 2025UGAE: Unified Geometry and Attribute Enhancement for G-PCC Compressed Point Clouds27 Oct 2025
- 2025GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality13 Oct 2025
- 2025Rate-distortion Optimized Point Cloud Preprocessing for Geometry-based Point Cloud Compression3 Aug 2025
- 2025WIR3D: Visually-Informed and Geometry-Aware 3D Shape Abstraction7 May 2025
- 2025Voxel-based Point Cloud Geometry Compression with Space-to-Channel Context24 Mar 2025
- 2025Deep-JGAC: End-to-End Deep Joint Geometry and Attribute Compression for Dense Colored Point Clouds25 Feb 2025
- 2024Rendering-Oriented 3D Point Cloud Attribute Compression using Sparse Tensor-based Transformer12 Nov 2024
- 2021HyperColor: A HyperNetwork Approach for Synthesizing Auto-colored 3D Models for Game Scenes Population3 Aug 2021