各向异性多边形网格

P. Alliez, D. Cohen-Steiner, O. Devillers, B. Lévy, M. Desbrun
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引用次数: 636

摘要

在本文中,我们提出了一种新的多边形网格技术,该技术利用了表面的一个关键方面:自然或人造几何的固有各向异性。特别是,我们使用曲率方向来驱动网格重新划分过程,模仿艺术家自己从零开始创建3D模型时使用的线条。在提取和平滑输入的0属曲面斑块的曲率张量场后,在各向异性区域使用最小曲率线和最大曲率线来确定重网格版本的合适边缘,而球面区域由于局部没有自然的对称方向,因此只是简单的点采样。因此,我们的技术生成的多边形网格主要由各向异性区域的四边形和球面区域的三角形组成。我们的方法提供了从各向同性到各向异性,从粗到密,从均匀到曲率适应的灵活性。
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Anisotropic polygonal remeshing
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.
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Session details: Modeling and simplification Session details: Points Session details: Shadows Session details: Character animation Session details: Design and depiction
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