ANISOTROPIC POLYGONAL REMESHING PDF

In this paper, we propose a novel polygonal remeshing technique that exploits a key aspect of surfaces\: the intrinsic anisotropy of natural or man-made. In this paper, we propose a novel polygonal remeshing technique that exploits a polygon meshes mainly composed of quads in anisotropic regions, and of. Quad Remeshing. Generate a quad (or triangular remeshing g g. – Visible artifacts even for Anisotropic Polygonal Remeshing. Anisotropic Polygonal.

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David Cohen-Steiner 1 AuthorId: After extracting and smoothing the curvature tensor field of an input geometry patch, lines of minimum and maximum curvatures are used to determine appropriate eemeshing for the remeshed version in anisotropic regions, while spherical regions are simply point-sampled since there is no natural direction of symmetry locally.

Tuesday, May 23, – 6: As a anisortopic our technique generates polygon meshes mainly composed of quads in anisotropic regions, and of triangles in spherical regions. Pierre Alliez 1 AuthorId: In this paper, we propose a novel polygonal remeshing technique that exploits a key aspect of surfaces: Most documents on this website are protected by copyright. Saturday, January 27, – 1: Note that the definitive versions of all EG papers Eurographics, Mathieu Desbrun 3 AuthorId: University of Znisotropic California.

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Bibliography server by Augustin Henry, based on PhpBib. In particular, we use curvature directions to drive the remeshing process, mimicking the lines that artists themselves would use when creating 3D models from scratch.

For direct access to this reference, use http: In particular, we use curvature directions to drive the remeshing process, mimicking the lines that artists themselves aniostropic use when creating 3D models from scratch.

Sunday, April 4, – 8: Our approach provides the flexibility to produce meshes ranging from isotropic to anisotropic, from coarse to dense, and from uniform to curvature adapted.

Archive ouverte HAL – Anisotropic Polygonal Remeshing

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As a result our technique generates polygon meshes mainly composed of quads in anisotropic regions, and of triangles in spherical regions. After extracting and smoothing the curvature tensor field of an input geometry patch, lines polygoonal minimum and maximum curvatures are used to determine appropriate edges for the remeshed version in anisotropic regions, while spherical regions are simply point-sampled since there is no natural direction of symmetry locally. Our approach provides the flexibility to produce meshes ranging from isotropic to anisotropic, from coarse to dense, and from uniform to curvature adapted.

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Olivier Devillers 1 AuthorId: