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
Link To Document :
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