• 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