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
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 layoutFile | Dimensione | Formato | |
---|---|---|---|
QuadLayoutTOG.pdf
Solo gestori archivio
Tipologia:
versione editoriale
Dimensione
3.38 MB
Formato
Adobe PDF
|
3.38 MB | Adobe PDF | Visualizza/Apri Richiedi una copia |
QuadLayout.pdf
accesso aperto
Tipologia:
versione post-print
Dimensione
6.43 MB
Formato
Adobe PDF
|
6.43 MB | Adobe PDF | Visualizza/Apri |
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.