Making papercraft toys from meshes using strip-based approximate unfolding

Making papercraft toys from meshes using strip-based approximate unfolding
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DOI:
10.1145/1015706.1015711
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发表时间:
2004-08
期刊:
ACM Transactions on Graphics (TOG)
影响因子:
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通讯作者:
J. Mitani;Hiromasa Suzuki
J. Mitani;Hiromasa Suzuki
中科院分区:
其他
文献类型:
--
作者:
J. Mitani;Hiromasa Suzuki

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我们提出了一种新方法,用于通过基于剥离的近似,从三角形网格中生产出未折叠的玩具动物人物的圆形玩具动物图案。尽管原则上,可以简单地通过尽可能多地保留其连通性来展开三角模型,同时检查展开的平面中的相交三角形,从而创建一种具有数万个三角形的模式是不现实的。我们的方法是通过没有内部顶点的一组连续三角条通过一组连续的三角条近似网格模型。最初,我们将网格细分为与模型特征相对应的部分。我们将每个零件分为区域区域,分组三角形,这些三角形距离零件边界是相似的拓扑距离。我们通过简化网格,同时保留了区域区域的边界和其他切割线来生成三角条。然后,简单地通过展开一组条件来创建该模式。我们方法的显着特征是,我们通过一组连续条近似于网格模型,而不是由其他统治表面(例如锥形或圆柱体的部分)近似。因此,只能使用网格操作和简单展开的算法生成近似展开的模式。此外,只需通过弯曲纸(而无需断裂)来制作一组条带,并可以代表原始网格型号的光滑特征。
We propose a new method for producing unfolded papercraft patterns of rounded toy animal figures from triangulated meshes by means of strip-based approximation. Although in principle a triangulated model can be unfolded simply by retaining as much as possible of its connectivity while checking for intersecting triangles in the unfolded plane, creating a pattern with tens of thousands of triangles is unrealistic. Our approach is to approximate the mesh model by a set of continuous triangle strips with no internal vertices. Initially, we subdivide our mesh into parts corresponding to the features of the model. We segment each part into zonal regions, grouping triangles which are similar topological distances from the part boundary. We generate triangle strips by simplifying the mesh while retaining the borders of the zonal regions and additional cut-lines. The pattern is then created simply by unfolding the set of strips. The distinguishing feature of our method is that we approximate a mesh model by a set of continuous strips, not by other ruled surfaces such as parts of cones or cylinders. Thus, the approximated unfolded pattern can be generated using only mesh operations and a simple unfolding algorithm. Furthermore, a set of strips can be crafted just by bending the paper (without breaking edges) and can represent smooth features of the original mesh models.