Anisotropic polygonal remeshing

Anisotropic polygonal remeshing
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DOI:
10.1145/882262.882296
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发表时间:
2003-07-01
影响因子:
6.2
通讯作者:
Desbrun, M
Desbrun, M
中科院分区:
计算机科学1区
文献类型:
--
作者:
Alliez, P;Cohen-Steiner, D;Desbrun, M

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在本文中,我们提出了一种新的多边形重新网格化技术,利用表面的一个关键方面:自然或人造几何形状的内在各向异性。特别是,我们使用曲率方向来驱动重新网格化过程,模仿艺术家自己从头开始创建3D模型时使用的线条。在提取和平滑输入亏格0曲面片的曲率张量场后,使用最小和最大曲率线来确定各向异性区域中重新网格化版本的适当边缘,而球形区域仅进行点采样,因为局部没有自然的对称方向。因此,我们的技术产生的多边形网格主要由四边形各向异性区域,和三角形的球形区域。我们的方法提供了灵活性,以产生网格,从各向同性到各向异性,从粗糙到密集,从均匀的曲率适应。
In this paper, we propose a novel polygonal remeshing technique that exploits a key aspect of surfaces: the intrinsic anisotropy of natural or man-made geometry. In particular, we use curvature directions to drive the remeshing process, mimicking the lines that artists themselves would use when creating 3D models from scratch. After extracting and smoothing the curvature tensor field of an input genus-0 surface patch, lines of minimum and maximum curvatures are used to determine appropriate edges for the remeshed version in anisotropic regions, while spherical regions are simply point-sampled since there is no natural direction of symmetry locally. As a result our technique generates polygon meshes mainly composed of quads in anisotropic regions, and of triangles in spherical regions. Our approach provides the flexibility to produce meshes ranging from isotropic to anisotropic, from coarse to dense, and from uniform to curvature adapted.