<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/CINECAstyle.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-21T17:32:59Z</responseDate><request verb="GetRecord" identifier="oai:iris.unica.it:11584/266879" metadataPrefix="oai_dc">https://iris.unica.it/oai/request</request><GetRecord><record><header><identifier>oai:iris.unica.it:11584/266879</identifier><datestamp>2025-06-13T02:26:00Z</datestamp><setSpec>com_11584_207615</setSpec><setSpec>com_11584_111066</setSpec><setSpec>col_11584_265854</setSpec></header><metadata><oai_dc:dc xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dc="http://purl.org/dc/elements/1.1/" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
<dc:title>Structured meshes: composition and remeshing guided by the&#xd;
Curve-Skeleton</dc:title>
<dc:creator>USAI, FRANCESCO</dc:creator>
<dc:subject>Curve-Skeleton</dc:subject>
<dc:subject>geometry processing</dc:subject>
<dc:subject>modeling</dc:subject>
<dc:subject>modellazione</dc:subject>
<dc:subject>remeshing</dc:subject>
<dc:subject>scheletri-curvilinei</dc:subject>
<dc:subject>Settore INF/01 - Informatica</dc:subject>
<dc:description>Virtual sculpting is currently a broadly used modeling metaphor with rising&#xd;
popularity especially in the entertainment industry. While this approach&#xd;
unleashes the artists' inspiration and creativity and leads to wonderfully&#xd;
detailed and artistic 3D models, it has the side effect, purely technical,&#xd;
of producing highly irregular meshes that are not optimal for subsequent&#xd;
processing. Converting an unstructured mesh into a more regular and struc-&#xd;
tured model in an automatic way is a challenging task and still open prob-&#xd;
lem.&#xd;
Since structured meshes are useful in different applications, it is of in-&#xd;
terest to be able to guarantee such property also in scenarios of part based&#xd;
modeling, which aim to build digital objects by composition, instead of&#xd;
modeling them from a scratch.&#xd;
This thesis will present methods for obtaining structured meshes in two&#xd;
different ways. First is presented a coarse quad layout computation method&#xd;
which starts from a triangle mesh and the curve-skeleton of the shape. The&#xd;
second approach allows to build complex shapes by procedural composition&#xd;
of PAM's. Since both quad layouts and PAMs exploit their global struc-&#xd;
ture, similarities between the two will be discussed, especially how their&#xd;
structure has correspondences to the curve-skeleton describing the topology&#xd;
of the shape being represented. Since both the presented methods rely on&#xd;
the information provided by the skeleton, the difficulties of using automat-&#xd;
ically extracted curve-skeletons without processing are discussed, and an&#xd;
interactive tool for user-assisted processing is presented.</dc:description>
<dc:date>2016-03-07</dc:date>
<dc:type>info:eu-repo/semantics/doctoralThesis</dc:type>
<dc:identifier>http://hdl.handle.net/11584/266879</dc:identifier>
<dc:language>eng</dc:language>
<dc:relation>numberofpages:137</dc:relation>
<dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
<dc:publisher>Università degli Studi di Cagliari</dc:publisher>
<dc:rights>license:Non specificato</dc:rights>
</oai_dc:dc></metadata></record></GetRecord></OAI-PMH>