Extraction of the Quad Layout of a Triangle Mesh Guided by its Curve-Skeleton
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.
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BibTex references
@Article\{ULPTS15, author = "Usai, Francesco and Livesu, Marco and Puppo, Enrico and Tarini, Marco and Scateni, Riccardo", title = "Extraction of the Quad Layout of a Triangle Mesh Guided by its Curve-Skeleton", journal = "ACM Trans. on Graphics", pages = "to appear", year = "2015", note = "https://sites.google.com/site/marcolivesu/quadlayouts", keywords = "Quad mesh, curve skeleton, free-form modeling, animation, articulated models, quad layout", url = "http://vcg-legacy.isti.cnr.it/Publications/2015/ULPTS15" }