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Interactive Quadrangulation with Reeb Atlases and Connectivity Textures

机译:具有Reeb地图集和连接纹理的交互式四边形

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Creating high-quality quad meshes from triangulated surfaces is a highly nontrivial task that necessitates consideration of various application specific metrics of quality. In our work, we follow the premise that automatic reconstruction techniques may not generate outputs meeting all the subjective quality expectations of the user. Instead, we put the user at the center of the process by providing a flexible, interactive approach to quadrangulation design. By combining scalar field topology and combinatorial connectivity techniques, we present a new framework, following a coarse to fine design philosophy, which allows for explicit control of the subjective quality criteria on the output quad mesh, at interactive rates. Our quadrangulation framework uses the new notion of Reeb atlas editing, to define with a small amount of interactions a coarse quadrangulation of the model, capturing the main features of the shape, with user prescribed extraordinary vertices and alignment. Fine grain tuning is easily achieved with the notion of connectivity texturing, which allows for additional extraordinary vertices specification and explicit feature alignment, to capture the high-frequency geometries. Experiments demonstrate the interactivity and flexibility of our approach, as well as its ability to generate quad meshes of arbitrary resolution with high-quality statistics, while meeting the user's own subjective requirements.
机译:从三角表面创建高质量的四边形网格是一项非常重要的任务,需要考虑各种应用程序特定的质量指标。在我们的工作中,我们遵循以下前提:自动重建技术可能不会生成满足用户所有主观质量期望的输出。相反,我们通过提供一种灵活的交互式四边形设计方法,将用户置于过程的中心。通过将标量场拓扑和组合连接技术相结合,我们提出了一个从粗到精的设计理念的新框架,该框架允许以交互速率显式控制输出四边形网格上的主观质量标准。我们的四边形框架使用Reeb Atlas编辑的新概念,通过少量交互来定义模型的粗略四边形,捕获形状的主要特征,并为用户指定特殊的顶点和对齐方式。使用连接纹理的概念可以轻松实现精细的晶粒微调,这可以实现额外的非凡顶点规格和显式的特征对齐,以捕获高频几何形状。实验证明了我们方法的交互性和灵活性,以及​​生成高质量分辨率的任意分辨率的四边形网格的能力,同时满足了用户自己的主观要求。

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