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- research-articleJuly 2023
Min-Deviation-Flow in Bi-directed Graphs for T-Mesh Quantization
ACM Transactions on Graphics (TOG), Volume 42, Issue 4Article No.: 70, Pages 1–25https://doi.org/10.1145/3592437Subdividing non-conforming T-mesh layouts into conforming quadrangular meshes is a core component of state-of-the-art (re-)meshing methods. Typically, the required constrained assignment of integer lengths to T-Mesh edges is left to generic branch-and-...
- research-articleJanuary 2019
An Approach to Quad Meshing Based on Harmonic Cross-Valued Maps and the Ginzburg--Landau Theory
SIAM Journal on Scientific Computing (SISC), Volume 41, Issue 1Pages A452–A479https://doi.org/10.1137/17M1142703A generalization of vector fields, referred to as $N$-direction fields or cross fields when $N = 4$, has been recently introduced and studied for geometry processing, with applications in quadrilateral (quad) meshing, texture mapping, and ...
- research-articleDecember 2016
Interactively controlled quad remeshing of high resolution 3D models
ACM Transactions on Graphics (TOG), Volume 35, Issue 6Article No.: 218, Pages 1–13https://doi.org/10.1145/2980179.2982413Parametrization based methods have recently become very popular for the generation of high quality quad meshes. In contrast to previous approaches, they allow for intuitive user control in order to accommodate all kinds of application driven constraints ...
- research-articleNovember 2015
Quantized global parametrization
ACM Transactions on Graphics (TOG), Volume 34, Issue 6Article No.: 192, Pages 1–12https://doi.org/10.1145/2816795.2818140Global surface parametrization often requires the use of cuts or charts due to non-trivial topology. In recent years a focus has been on so-called seamless parametrizations, where the transition functions across the cuts are rigid transformations with a ...
- research-articleJuly 2015
Data-driven interactive quadrangulation
- Giorgio Marcias,
- Kenshi Takayama,
- Nico Pietroni,
- Daniele Panozzo,
- Olga Sorkine-Hornung,
- Enrico Puppo,
- Paolo Cignoni
ACM Transactions on Graphics (TOG), Volume 34, Issue 4Article No.: 65, Pages 1–10https://doi.org/10.1145/2766964We propose an interactive quadrangulation method based on a large collection of patterns that are learned from models manually designed by artists. The patterns are distilled into compact quadrangulation rules and stored in a database. At run-time, the ...
- research-articleJuly 2015
Integrable PolyVector fields
ACM Transactions on Graphics (TOG), Volume 34, Issue 4Article No.: 38, Pages 1–12https://doi.org/10.1145/2766906We present a framework for designing curl-free tangent vector fields on discrete surfaces. Such vector fields are gradients of locally-defined scalar functions, and this property is beneficial for creating surface parameterizations, since the gradients ...
- research-articleNovember 2014
Level-of-detail quad meshing
ACM Transactions on Graphics (TOG), Volume 33, Issue 6Article No.: 184, Pages 1–11https://doi.org/10.1145/2661229.2661240The most effective and popular tools for obtaining feature aligned quad meshes from triangular input meshes are based on cross field guided parametrization. These methods are incarnations of a conceptual three-step pipeline: (1) cross field computation, ...
- research-articleNovember 2013
QEx: robust quad mesh extraction
ACM Transactions on Graphics (TOG), Volume 32, Issue 6Article No.: 168, Pages 1–10https://doi.org/10.1145/2508363.2508372The most popular and actively researched class of quad remeshing techniques is the family of parametrization based quad meshing methods. They all strive to generate an integer-grid map, i.e. a parametrization of the input surface into R2 such that the ...
- research-articleJuly 2013
Sketch-based generation and editing of quad meshes
ACM Transactions on Graphics (TOG), Volume 32, Issue 4Article No.: 97, Pages 1–8https://doi.org/10.1145/2461912.2461955Coarse quad meshes are the preferred representation for animating characters in movies and video games. In these scenarios, artists want explicit control over the edge flows and the singularities of the quad mesh. Despite the significant advances in ...
- research-articleAugust 2012
Adaptive quad patches: an adaptive regular structure for web distribution and adaptive rendering of 3D models
Web3D '12: Proceedings of the 17th International Conference on 3D Web TechnologyPages 9–16https://doi.org/10.1145/2338714.2338716We introduce an approach for efficient distribution and adaptive rendering of 3D mesh models supporting a simple quad parameterization. Our method extends and combines recent results in geometric processing, real-time rendering, and web programming. In ...