4 research outputs found
Scaffolding skeletons using spherical Voronoi diagrams
International audienceGiven a skeleton made of line segments we describe how to obtain a coarse mesh (or scaffold) of a surface surrounding it. We emphasize in this abstract the key result that allows us to complete the approach in [3] that could not treat skeletons with loops
Structured meshes: composition and remeshing guided by the Curve-Skeleton
Virtual sculpting is currently a broadly used modeling metaphor with rising
popularity especially in the entertainment industry. While this approach
unleashes the artists' inspiration and creativity and leads to wonderfully
detailed and artistic 3D models, it has the side effect, purely technical,
of producing highly irregular meshes that are not optimal for subsequent
processing. Converting an unstructured mesh into a more regular and struc-
tured model in an automatic way is a challenging task and still open prob-
lem.
Since structured meshes are useful in different applications, it is of in-
terest to be able to guarantee such property also in scenarios of part based
modeling, which aim to build digital objects by composition, instead of
modeling them from a scratch.
This thesis will present methods for obtaining structured meshes in two
different ways. First is presented a coarse quad layout computation method
which starts from a triangle mesh and the curve-skeleton of the shape. The
second approach allows to build complex shapes by procedural composition
of PAM's. Since both quad layouts and PAMs exploit their global struc-
ture, similarities between the two will be discussed, especially how their
structure has correspondences to the curve-skeleton describing the topology
of the shape being represented. Since both the presented methods rely on
the information provided by the skeleton, the difficulties of using automat-
ically extracted curve-skeletons without processing are discussed, and an
interactive tool for user-assisted processing is presented
Structured meshes: composition and remeshing guided by the Curve-Skeleton
Virtual sculpting is currently a broadly used modeling metaphor with rising
popularity especially in the entertainment industry. While this approach
unleashes the artists' inspiration and creativity and leads to wonderfully
detailed and artistic 3D models, it has the side effect, purely technical,
of producing highly irregular meshes that are not optimal for subsequent
processing. Converting an unstructured mesh into a more regular and struc-
tured model in an automatic way is a challenging task and still open prob-
lem.
Since structured meshes are useful in different applications, it is of in-
terest to be able to guarantee such property also in scenarios of part based
modeling, which aim to build digital objects by composition, instead of
modeling them from a scratch.
This thesis will present methods for obtaining structured meshes in two
different ways. First is presented a coarse quad layout computation method
which starts from a triangle mesh and the curve-skeleton of the shape. The
second approach allows to build complex shapes by procedural composition
of PAM's. Since both quad layouts and PAMs exploit their global struc-
ture, similarities between the two will be discussed, especially how their
structure has correspondences to the curve-skeleton describing the topology
of the shape being represented. Since both the presented methods rely on
the information provided by the skeleton, the difficulties of using automat-
ically extracted curve-skeletons without processing are discussed, and an
interactive tool for user-assisted processing is presented