2011
DOI: 10.1016/j.cag.2011.03.033
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Freestyle: Sculpting meshes with self-adaptive topology

Abstract: International audienceWe present a real-time method for sculpting triangular manifold meshes while enabling arbitrary surface deformation with seamless topological changes. Our insight is that the use of quasi-uniform mesh sampling, an interesting option now that very large meshes can be edited and displayed in real-time, provides the right framework for expressing and efficiently processing arbitrary changes of topological genus. The user controls deformation by gesture: he sweeps tools that apply a variety o… Show more

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Cited by 31 publications
(42 citation statements)
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“…Finally, a new flip-or-split pass is run to insure that no edge longer than detail persists. This updating routine is similar to the one used in [11], where convergence is discussed. It promotes high quality triangles without using any additional relaxation step that would tangentially move the vertices, with additional costs.…”
Section: Quasi-uniform Meshes With Featuresmentioning
confidence: 99%
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“…Finally, a new flip-or-split pass is run to insure that no edge longer than detail persists. This updating routine is similar to the one used in [11], where convergence is discussed. It promotes high quality triangles without using any additional relaxation step that would tangentially move the vertices, with additional costs.…”
Section: Quasi-uniform Meshes With Featuresmentioning
confidence: 99%
“…Further, since the shape is frequently re-polygonized there is no trivial transfer of embedded mesh features between two different tessellations. A recent free-form mesh sculpting system Freestyle [11] enabled this topological flexibility of volume sculpting for quasi-uniform meshes. Another vein of object-aware deformations are based on variational methods [12], where the mesh attempts to preserve its local structure when undergoing large scale deformations.…”
Section: Related Workmentioning
confidence: 99%
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“…Multimaterial surface tracking also requires the ability to handle collision-induced topology changes between regions that are initially disjoint, either merging them into one or establishing a new separating interface. Like previous authors [Brochu and Bridson 2009;Stanculescu et al 2011], we initiate merging when geometry comes within a user-defined proximity threshold. However, these existing two-phase approaches depend on a local zippering operation.…”
Section: Multimaterials Mergingmentioning
confidence: 99%
“…Proximity-Based Merging locally stitches proximate meshes, maintaining an intersection-free invariant via either conservative bounds on time step [Stanculescu et al 2011] or robust postcollision processing [Brochu and Bridson 2009]. The reliance on a kernel of simple, local mesh operations led us to extend this line of work to multiple materials, building on El Topo [Brochu and Bridson 2009].…”
Section: Triangle Meshes With Merging and Splittingmentioning
confidence: 99%