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Texture mapping approach for transforming arbitrary topology meshes to subdivision connectivity ones

机译:用于将任意拓扑网格转换为细分连通性的纹理映射方法

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This paper presents an original simple and fast approach that uses the technique of texture mapping inspired from computer graphics rendering field, to transform a genus-0 arbitrary topology triangular meshes to its equivalent that have subdivision connectivity, and precisely 1–4 meshes, so-called semi-regular meshes (Fig. 1). The meshes with such topology are useful and necessary for many applications, nevertheless an arbitrary given mesh usually doesn't have such connectivity, therefore a transformation must be applied. Comparing our approach with those given in the literature, the proposed one is the simplest since it avoids the iterative process of parameterization and remeshing between the original mesh and the control one.
机译:本文介绍了一种原始的简单快速方法,该方法使用了从计算机图形渲染领域汲取灵感的纹理映射技术,将0类任意拓扑三角网格转换为具有细分连通性的同等拓扑,精确地转换为1–4个网格,因此-称为半规则网格(图1)。具有这种拓扑的网格对于许多应用程序都是有用且必要的,尽管如此,任意给定的网格通常不具有这种连通性,因此必须进行转换。将我们的方法与文献中的方法进行比较,所提出的方法是最简单的,因为它避免了在原始网格和控制对象之间进行参数化和重新网格化的迭代过程。

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