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Demystifying Quadrilateral Remeshing

机译:揭开四边形网格的神秘面纱

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摘要

Quadrilateral meshes are ubiquitously used as a control grid for subdivision and parametric surfaces. The process of converting a triangular mesh into a quadrilateral is called retopology, or quadrilateral meshing, and it is an essential step for the creation of 3D models used in games, movies, and special effects. This article introduces the problem, highlights the major differences between triangular and quadrilateral meshes, and provides an overview of several new automatic and semiautomatic solutions. The pros and cons of each algorithm are discussed as well as interesting directions for future work in this area.
机译:四边形网格普遍用作细分和参数化曲面的控制网格。将三角形网格转换为四边形的过程称为重新拓扑,即四边形网格化,这是创建用于游戏,电影和特殊效果的3D模型的重要步骤。本文介绍了该问题,重点介绍了三角形和四边形网格之间的主要区别,并概述了几种新的自动和半自动解决方案。讨论了每种算法的优缺点以及该领域未来工作的有趣方向。

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