Busca avançada
Ano de início
Entree
(Referência obtida automaticamente do Web of Science, por meio da informação sobre o financiamento pela FAPESP e o número do processo correspondente, incluída na publicação pelos autores.)

Interactive Quadrangulation with Reeb Atlases and Connectivity Textures

Texto completo
Autor(es):
Tierny, Julien [1] ; Daniels, II, Joel [2] ; Nonato, Luis Gustavo [3] ; Pascucci, Valerio [4] ; Silva, Claudio T. [2]
Número total de Autores: 5
Afiliação do(s) autor(es):
[1] Telecom ParisTech LTCI TSI Bur C04, CNRS, F-75013 Paris - France
[2] Daniels, Joel, II, NYU, Polytech Inst New York, MetroTech Ctr 6, Brooklyn, NY 11201 - USA
[3] Univ Sao Paulo, Inst Ciencias Matemat & Comp, Dept Matemat Aplicada & Estat, BR-13560970 Sao Carlos, SP - Brazil
[4] Univ Utah, Sci Comp & Imaging Inst, Salt Lake City, UT 84112 - USA
Número total de Afiliações: 4
Tipo de documento: Artigo Científico
Fonte: IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS; v. 18, n. 10, p. 1650-1663, OCT 2012.
Citações Web of Science: 9
Resumo

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. (AU)

Processo FAPESP: 08/03349-6 - Processamento geométrico em malhas simpliciais
Beneficiário:Luis Gustavo Nonato
Modalidade de apoio: Bolsas no Exterior - Novas Fronteiras