Francesco Pigliaru
Extraction of the quad layout of a triangle mesh guided by its curve skeleton
USAI, FRANCESCO;LIVESU, MARCO;SCATENI, RICCARDO
2015-01-01
Abstract
Starting from the triangle mesh of a digital shape, 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 semi-regular quad mesh; it provides a structured domain for UV-mapping and parametrization. Our method is fast, one-click and it 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| File | Size | Format | |
|---|---|---|---|
| QuadLayoutTOG.pdf Solo gestori archivio
Type: versione editoriale
Size 3.38 MB
Format Adobe PDF
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3.38 MB | Adobe PDF | & nbsp; View / Open Request a copy |
| QuadLayout.pdf open access
Type: Author’s Accepted Manuscript AAM, Post-print, (version accepted by the publisher)
Size 6.43 MB
Format Adobe PDF
|
6.43 MB | Adobe PDF | View/Open |
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