DocumentCode
2761368
Title
Quadrilateral Remeshing with Global Alignment
Author
Mishiba, Kazu ; Ikehara, Masaaki ; Shirai, Keiichiro
Author_Institution
Dept. of Electron. & Electr. Eng., Keio Univ., Yokohama
fYear
2009
fDate
4-7 Jan. 2009
Firstpage
554
Lastpage
559
Abstract
In this paper, we propose a new remeshing algorithm that captures the global structure of an object for 3D editing. The resulting meshes are quadrilateral, are of global alignment and have a multi-resolution structure. Additionally, their low-resolution mesh shows object features with a few vertices. Our algorithm is summarized as follows. First, a 3D object is converted into voxels, and then the object skeleton is computed. Next, the initial mesh is obtained from the skeleton. Finally, the remeshed object is yielded by moving vertices on the mesh to the voxel boundary. We show experimental results of remeshing some objects to validate the proposed algorithm.
Keywords
computer graphics; mesh generation; 3D editing; global alignment; multiresolution structure; quadrilateral remeshing; voxel boundary; Costs; Data mining; Deformable models; Geometry; Mesh generation; Production; Shape; Skeleton; quadrilateral remeshing; surface remeshing;
fLanguage
English
Publisher
ieee
Conference_Titel
Digital Signal Processing Workshop and 5th IEEE Signal Processing Education Workshop, 2009. DSP/SPE 2009. IEEE 13th
Conference_Location
Marco Island, FL
Print_ISBN
978-1-4244-3677-4
Electronic_ISBN
978-1-4244-3677-4
Type
conf
DOI
10.1109/DSP.2009.4785985
Filename
4785985
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