Quadrangulation of non-rigid objects using deformation metrics

Jiaran Zhou, Marcel Campen, Denis Zorin, Changhe Tu, Claudio Silva

Research output: Contribution to journalArticle

Abstract

We present a novel method to generate quad meshes for non-rigid objects. Our method takes into account the geometry of a collection of key poses in one-to-one correspondence or even an entire animation sequence. From this input, on a common computational domain, an extremal metric is computed that captures the local worst case behavior in terms of distortion as the object undergoes deformation. An anisotropic, non-uniformly sized quad mesh is then generated based on this metric. This mesh avoids undersampling when deformed into any of the poses specified in the input and thus reduces artifacts. Hence, in contrast to previous approaches which target static geometry, our method aims to optimize the mesh's adaptation to the shape for every pose expected during animation or deformation rather than for one specific reference state.

Original languageEnglish (US)
JournalComputer Aided Geometric Design
DOIs
StateAccepted/In press - Jan 1 2018

Fingerprint

Quadrangulation
Animation
Mesh
Metric
Geometry
Mesh Adaptation
One to one correspondence
Optimise
Entire
Target
Object

Keywords

  • Animation
  • Cross field
  • Mesh generation
  • Quad mesh
  • Surface parametrization

ASJC Scopus subject areas

  • Modeling and Simulation
  • Automotive Engineering
  • Aerospace Engineering
  • Computer Graphics and Computer-Aided Design

Cite this

Quadrangulation of non-rigid objects using deformation metrics. / Zhou, Jiaran; Campen, Marcel; Zorin, Denis; Tu, Changhe; Silva, Claudio.

In: Computer Aided Geometric Design, 01.01.2018.

Research output: Contribution to journalArticle

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