Abstract
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.
Original language | English (US) |
---|---|
Article number | 6060817 |
Pages (from-to) | 1650-1663 |
Number of pages | 14 |
Journal | IEEE Transactions on Visualization and Computer Graphics |
Volume | 18 |
Issue number | 10 |
DOIs | |
State | Published - 2012 |
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Keywords
- connectivity operators
- Quadrangulation
- Reeb graph
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design
- Software
- Computer Vision and Pattern Recognition
- Signal Processing
Cite this
Interactive quadrangulation with reeb atlases and connectivity textures. / Tierny, Julien; Daniels, Joel; Nonato, Luis Gustavo; Pascucci, Valerio; Silva, Cláudio T.
In: IEEE Transactions on Visualization and Computer Graphics, Vol. 18, No. 10, 6060817, 2012, p. 1650-1663.Research output: Contribution to journal › Article
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TY - JOUR
T1 - Interactive quadrangulation with reeb atlases and connectivity textures
AU - Tierny, Julien
AU - Daniels, Joel
AU - Nonato, Luis Gustavo
AU - Pascucci, Valerio
AU - Silva, Cláudio T.
PY - 2012
Y1 - 2012
N2 - 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.
AB - 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.
KW - connectivity operators
KW - Quadrangulation
KW - Reeb graph
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U2 - 10.1109/TVCG.2011.270
DO - 10.1109/TVCG.2011.270
M3 - Article
AN - SCOPUS:84865355482
VL - 18
SP - 1650
EP - 1663
JO - IEEE Transactions on Visualization and Computer Graphics
JF - IEEE Transactions on Visualization and Computer Graphics
SN - 1077-2626
IS - 10
M1 - 6060817
ER -