Anisotropic Polygonal Remeshing
Pierre Alliez, David Cohen-Steiner, Olivier Devillers, Bruno Lévy, Mathieu Desbrun
In ACM Transactions on Graphics, 22(3), July 2003.
Abstract: In this paper, we propose a novel polygonal remeshing technique that exploits a key aspect of surfaces: the intrinsic anisotropy of natural or man-made geometry. In particular, we use curvature directions to drive the remeshing process, mimicking the lines that artists themselves would use when creating 3D models from scratch. After extracting and smoothing the curvature tensor field of an input genus-0 surface patch, lines of minimum and maximum curvatures are used to determine appropriate edges for the remeshed version in anisotropic regions, while spherical regions are simply pointsampled since there is no natural direction of symmetry locally. As a result our technique generates polygon meshes mainly composed of quads in anisotropic regions, and of triangles in spherical regions. Our approach provides the flexibility to produce meshes ranging from isotropic to anisotropic, from coarse to dense, and from uniform to curvature adapted.
Keyword(s): surface remeshing, anisotropic sampling, polygon meshes, lines of curvatures, tensor fields, approximation theory
BibTeX format:
@article{Alliez:2003:APR,
  author = {Pierre Alliez and David Cohen-Steiner and Olivier Devillers and Bruno Lévy and Mathieu Desbrun},
  title = {Anisotropic Polygonal Remeshing},
  journal = {ACM Transactions on Graphics},
  volume = {22},
  number = {3},
  pages = {485--493},
  month = jul,
  year = {2003},
}
Search for more articles by Pierre Alliez.
Search for more articles by David Cohen-Steiner.
Search for more articles by Olivier Devillers.
Search for more articles by Bruno Lévy.
Search for more articles by Mathieu Desbrun.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."