19 research outputs found

    Composing quadrilateral meshes for animation

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    The modeling-by-composition paradigm can be a powerful tool in modern animation pipelines. We propose two novel interactive techniques to compose 3D assets that enable the artists to freely remove, detach and combine components of organic models. The idea behind our methods is to preserve most of the original information in the input characters and blend accordingly where necessary. The first method, QuadMixer, provides a robust tool to compose the quad layouts of watertight pure quadrilateral meshes, exploiting the boolean operations defined on triangles. Quad Layout is a crucial property for many applications since it conveys important information that would otherwise be destroyed by techniques that aim only at preserving the shape. Our technique keeps untouched all the quads in the patches which are not involved in the blending. The resulting meshes preserve the originally designed edge flows that, by construction, are captured and incorporated into the new quads. SkinMixer extends this approach to compose skinned models, taking into account not only the surface but also the data structures for animating the character. We propose a new operation-based technique that preserves and smoothly merges meshes, skeletons, and skinning weights. The retopology approach of QuadMixer is extended to work on quad-dominant and arbitrary complex surfaces. Instead of relying on boolean operations on triangle meshes, we manipulate signed distance fields to generate an implicit surface. The results preserve most of the information in the input assets, blending accordingly in the intersection regions. The resulting characters are ready to be used in animation pipelines. Given the high quality of the results generated, we believe that our methods could have a huge impact on the entertainment industry. Integrated into current software for 3D modeling, they would certainly provide a powerful tool for the artists. Allowing them to automatically reuse parts of their well-designed characters could lead to a new approach for creating models, which would significantly reduce the cost of the process

    Connectivity Control for Quad-Dominant Meshes

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    abstract: Quad-dominant (QD) meshes, i.e., three-dimensional, 2-manifold polygonal meshes comprising mostly four-sided faces (i.e., quads), are a popular choice for many applications such as polygonal shape modeling, computer animation, base meshes for spline and subdivision surface, simulation, and architectural design. This thesis investigates the topic of connectivity control, i.e., exploring different choices of mesh connectivity to represent the same 3D shape or surface. One key concept of QD mesh connectivity is the distinction between regular and irregular elements: a vertex with valence 4 is regular; otherwise, it is irregular. In a similar sense, a face with four sides is regular; otherwise, it is irregular. For QD meshes, the placement of irregular elements is especially important since it largely determines the achievable geometric quality of the final mesh. Traditionally, the research on QD meshes focuses on the automatic generation of pure quadrilateral or QD meshes from a given surface. Explicit control of the placement of irregular elements can only be achieved indirectly. To fill this gap, in this thesis, we make the following contributions. First, we formulate the theoretical background about the fundamental combinatorial properties of irregular elements in QD meshes. Second, we develop algorithms for the explicit control of irregular elements and the exhaustive enumeration of QD mesh connectivities. Finally, we demonstrate the importance of connectivity control for QD meshes in a wide range of applications.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Exploring quadrangulations

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    Quad Meshing

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    Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structures and geometry processing algorithms based on them has been developed in the literature. At the same time, quadrilateral meshes, especially semi-regular ones, have advantages for many applications, and significant progress was made in quadrilateral mesh generation and processing during the last several years. In this State of the Art Report, we discuss the advantages and problems of techniques operating on quadrilateral meshes, including surface analysis and mesh quality, simplification, adaptive refinement, alignment with features, parametrization, and remeshing

    Quad Dominant 2-Manifold Mesh Modeling

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    In this dissertation, I present a modeling framework that provides modeling of 2D smooth meshes in arbitrary topology without any need for subdivision. In the framework, each edge of a quad face is represented by a smooth spline curve, which can be manipulated using edge vertices and additional tangential points. The overall smoothness is achieved by interpolating all four edges of any given quad across the quad surface. The framework consists of simple quad preserving operations that manipulate the principal curves of the smooth model. These operations are all variants of a generic “Curve Split" and its inverse, “Region Collapse". By only using these sets of simple operations, it is possibly to model any desired shape conveniently. I also provide implementation guidelines for these operations. In the results of this dissertation, I present three main applications for this modeling framework. The major application is modeling Mock3D shapes; shapes with well defined interior normals by interpolating the normals at the boundaries of the shape across its surface which can serve as a mock 3D model to mimic a 3D CGI look. As a second application, the framework can be used in origami modeling by allowing assignment of crease patterns across the surface of 2D shapes modelled. Finally, vectorization of reference photos via modeling figures by following their contours is presented as a third application

    Retopology: a comprehensive study of current automation solutions from an artist’s workflow perspective

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    Dissertação de mestrado em Engenharia InformáticaTopology (the density, organization and flow of a 3D mesh’s connectivity) constrains the suitability of a 3D model for any given purpose, be it surface showcasing through renders, use in real-time engines, posing or animation. While some of these use cases might not have very strict topology requirements, others may demand optimized polygon counts for performance reasons, or even specific geometry distribution in order to take deformation directions into account. Many processes for creating 3D models such as sculpting try to make the user unaware of the inner workings of geometry, by providing flexible levels of surface detailing through dynamic geometry allocation. The resulting models have a dense, unorganized topology that is inefficient and unfit for most use cases, with the additional drawback of being hard to work with manually. Retopology is the process of providing a new topology to a model such as these, while maintaining the shape of its surface. It’s a technical and time-consuming process that clashes with the rest of the artist’s workflow, which is mainly composed of creative processes. While there’s abundant research in this area focusing on polygon distribution quality based on surface shape, artists are still left with no options but to resort to manual work when it comes to deformation-optimized topology. This document exposes this disconnect, along with a proposed framework that attempts to provide a more complete retopology solution for 3D artists. This framework combines traditional mesh extraction algorithms with adapting manually-made meshes in a pipeline that tries to understand the input on a higher level, in order to solve deficiencies that are present in current retopology tools. Our results are very positive, presenting an improvement over state of the art solutions, which could possibly steer discussion and research in this area to be more in line with the needs of 3D artists.A topologia (a densidade, organização e direções tomadas pela conectividade de uma mesh 3D) limita a adequação de um modelo 3D para um leque variado de usos, entre os quais, visualização da superfície através de renders, uso em motores real-time, poses ou animações. Embora muitos destes usos não possuam requerimentos de topologia muito rigorosos, outros podem exigir número de polígonos mais baixos por questões de performance, ou até distribuição de geometria específica para acomodar direções de deformação corretamente. Muitos processos de criação de modelos 3D, como escultura, permitem que o utilizador não esteja ciente do que se passa em termos de funcionamento da geometria por debaixo da utilização. Isto é conseguido oferecendo níveis de detalhe flexíveis, alocando geometria de forma dinâmica. Os modelos resultantes têm uma topologia densa e desorganizada, que é ineficiente e pouco apropriada para a maior parte dos casos de uso, com a desvantagem adicional de ser difícil de trabalhar com a mesma manualmente. A retopologia é o processo de gerar uma nova topologia para um modelo, ao mesmo tempo que se mantém a forma da superfície. É um processo técnico e demorado, que entra em conflito com o resto do fluxo de trabalho do artista, que é composto maioritariamente por processos artísticos. Apesar de haver investigação abundante nesta área focada na qualidade da distribuição de polígonos baseada na forma da superfície, os artistas continuam a ter de recorrer ao trabalho manual quando se trata de topologia otimizada para deformações. Este documento expõe esta divergência, propondo, em conjunto, uma framework que tenta oferecer uma solução mais completa para os artistas 3D. Esta framework combina algoritmos de extração de meshes tradicionais com adaptação de meshes feitas manualmente, numa pipeline que tenta compreender o input a um nível superior, resolvendo as deficiências presentes nas ferramentas de retopologia atuais. Os nossos resultados são bastante positivos, apresentando melhorias em relação a soluções de estado da arte, facto que poderá mudar o rumo da discussão e investigação neste campo, para melhor se adequar às necessidades dos artistas 3D

    State of the Art on Stylized Fabrication

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    © 2018 The Authors Computer Graphics Forum © 2018 The Eurographics Association and John Wiley & Sons Ltd. Digital fabrication devices are powerful tools for creating tangible reproductions of 3D digital models. Most available printing technologies aim at producing an accurate copy of a tridimensional shape. However, fabrication technologies can also be used to create a stylistic representation of a digital shape. We refer to this class of methods as ‘stylized fabrication methods’. These methods abstract geometric and physical features of a given shape to create an unconventional representation, to produce an optical illusion or to devise a particular interaction with the fabricated model. In this state-of-the-art report, we classify and overview this broad and emerging class of approaches and also propose possible directions for future research

    Structuring Free-Form Building Envelopes

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