Structured Meshes: Composition and Remeshing guided by the Curve-Skeleton

Author

Usai Francesco

Abstract

Virtual sculpting is currently a broadly used modeling metaphor with rising popularity especially in the entertainment industry. While this approach unleashes the artists' inspiration and creativity and leads to wonderfully detailed and artistic 3D models, it has the side effect, purely technical, of producing highly irregular meshes that are not optimal for subsequent processing. Converting an unstructured mesh into a more regular and structured model in an automatic way is a challenging task and still open problem. Since structured meshes are useful in different applications, it is of interest to be able to guarantee such property also in scenarios of part based modeling, which aim to build digital objects by composition, instead of modeling them from a scratch. This thesis will present methods for obtaining structured meshes in two different ways. First is presented a coarse quad layout computation method which starts from a triangle mesh and the curve-skeleton of the shape. The second approach allows to build complex shapes by procedural composition of PAM's. Since both quad layouts and PAMs exploit their global structure, similarities between the two will be discussed, especially how their structure has correspondences to the curve-skeleton describing the topology of the shape being represented. Since both the presented methods rely on the information provided by the skeleton, the difficulties of using automatically extracted curve-skeletons without processing are discussed, and an interactive tool for user-assisted processing is presented.

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