We present an extension of the anisotropic polygonal remeshing technique developed by Alliez et al. Our algorithm does not rely on a global parameterization of the mesh and therefore is applicable to arbitrary genus surfaces. We show how to exploit the structure of the original mesh in order to perform efficiently the proximity queries required in the line integration phase, thus improving dramatically the scalability and the performance of the original algorithm. Finally, we propose a novel technique for producing conforming quad-dominant meshes in isotropic regions as well by propagating directional information from the anisotropic regions.
We propose a new technique for quad-dominant remeshing which separates the local regularity requirements from the global alignment requirements by working in two steps. In the first step, we apply a slight variant of variational shape approximation in order to segment the input mesh into patches which capture the global structure of the processed object. Then we compute an optimized quad-mesh for every patch by generating a finite set of candidate curves and applying a combinatorial optimization procedure. Since the optimization is performed independently for each patch, we can afford more complex operations while keeping the overall computation times at a reasonable level. Our quad-meshing technique is robust even for noisy meshes and meshes with isotropic or flat regions since it does not rely on the generation of curves by integration along estimated principal curvature directions. Instead we compute a conformal parametrization for each patch and generate the quad-mesh from curves with minimum bending energy in the 2D parameter domain. Mesh consistency between patches is guaranteed by simply using the same set of sample points along the common boundary curve. The resulting quad-meshes are of highquality locally (shape of the quads) as well as globally (global alignment) which allows us to even generate fairly coarse quad-meshes that can be used as Catmull-Clark control meshes.
We are proposing a multiresolution representation which uses a subdivision surface as a smooth base surface with respect to which a high resolution mesh is defined by normal displacement. While this basic representation is quite straightforward, our actual contribution lies in the automatic generation of such a representation. Given a high resolution mesh, our algorithm is designed to derive a subdivision control mesh whose structure is properly adjusted and aligned to the major geometric features. This implies that the control vertices of the subdivision surface not only control globally smooth deformations but in addition that these deformations are meaningful in the sense that their support and shape correspond to the characteristic structure of the input mesh. This is achieved by using a new decimation scheme for general polygonal meshes (not just triangles) that is based on face merging instead of edge collapsing. A face-based integral metric makes the decimation scheme very robust such that we can obtain extremely coarse control meshes which in turn allow for deformations with large support.
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