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Interactive quadrangulation with Reeb atlases and connectivity textures.

Julien Tierny1, Joel Daniels, Luis Gustavo Nonato

  • 1CNRS at Telecom ParisTech-LTCI-TSI-Bureau C04, 46 Rue Barrault, Paris 75013, France. tierny@telecom-paristech.fr

IEEE Transactions on Visualization and Computer Graphics
|October 26, 2011
PubMed
Summary
This summary is machine-generated.

This study introduces an interactive framework for designing quad meshes, prioritizing user control over automatic methods. It enables users to guide the quadrangulation process for high-quality, subjectively satisfying results.

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Area of Science:

  • Computer Graphics
  • Computational Geometry
  • Geometric Modeling

Background:

  • Generating high-quality quad meshes from triangulated surfaces is challenging.
  • Automatic methods often fail to meet subjective user quality expectations.
  • User-centric design is crucial for satisfying specific application needs.

Purpose of the Study:

  • To present a flexible, interactive framework for quadrangulation design.
  • To enable explicit control over subjective quality criteria in quad mesh generation.
  • To achieve high-quality quad meshes that meet user-specific requirements.

Main Methods:

  • Combines scalar field topology and combinatorial connectivity techniques.
  • Employs a coarse-to-fine design philosophy.
  • Introduces Reeb atlas editing for coarse mesh design and connectivity texturing for fine-tuning.

Main Results:

  • The framework allows interactive control over quad mesh generation.
  • It facilitates explicit control of subjective quality criteria and feature alignment.
  • Generated quad meshes exhibit high-quality statistics at arbitrary resolutions.

Conclusions:

  • The proposed interactive approach effectively addresses limitations of automatic quadrangulation.
  • User involvement ensures quad meshes meet subjective quality demands.
  • The framework offers flexibility and interactivity for designing high-quality quad meshes.