Extraction of the Quad Layout of a Triangle Mesh Guided by Its Curve Skeleton
Francesco Usai, Marco Livesu, Enrico Puppo, Marco Tarini, Riccardo Scateni
In ACM Transactions on Graphics (TOG), 35(1), December 2015.
Abstract: Starting from the triangle mesh of a digital shape, that is, mainly an articulated object, we produce a coarse quad layout that can be used in character modeling and animation. Our quad layout follows the intrinsic object structure described by its curve skeleton; it contains few irregular vertices of low degree; it can be immediately refined into a semiregular quad mesh; it provides a structured domain for UV mapping and parametrization. Our method is fast, one-click, and does not require any parameter setting. The user can steer and refine the process through simple interactive tools during the construction of the quad layout.
@article{10.1145-2809785,
author = {Francesco Usai and Marco Livesu and Enrico Puppo and Marco Tarini and Riccardo Scateni},
title = {Extraction of the Quad Layout of a Triangle Mesh Guided by Its Curve Skeleton},
journal = {ACM Transactions on Graphics (TOG)},
volume = {35},
number = {1},
articleno = {6},
month = dec,
year = {2015},
}
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