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Anisotropic polygonal remeshing

Published:01 July 2003Publication History
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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 geometry. 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. After extracting and smoothing the curvature tensor field of an input genus-0 surface patch, lines of 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. As a result our technique generates polygon meshes mainly composed of quads in anisotropic regions, and of triangles in spherical regions. 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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References

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      cover image ACM Transactions on Graphics
      ACM Transactions on Graphics  Volume 22, Issue 3
      July 2003
      683 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/882262
      Issue’s Table of Contents

      Copyright © 2003 ACM

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      Publication History

      • Published: 1 July 2003
      Published in tog Volume 22, Issue 3

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