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Extraction of the Quad Layout of a Triangle Mesh Guided by Its Curve Skeleton

机译:以其曲线骨架为指导的三角形网格四边形布局的提取

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摘要

Starting from the triangle mesh of a digital shape, that is, 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 semiregular quad mesh; it provides a structured domain for UV mapping and parametrization. Our method is fast, one-click, and 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.
机译:从数字形状的三角形网格(主要是关节物体)开始,我们生成了可用于角色建模和动画的粗四边形布局。我们的四边形布局遵循其曲线骨架所描述的固有对象结构;它几乎没有低度的不规则顶点;可以立即将其细化为半规则的四边形网格;它提供了用于UV映射和参数化的结构化域。我们的方法快速,一键式操作,不需要任何参数设置。用户可以在四边形布局的构建过程中通过简单的交互式工具来控制和完善过程。

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