Sketch-Based Generation and Editing of Quad Meshes

 

In these scenarios, artists want explicit control over the edge flows and the singularities of the quad mesh.

July 21, 2013
ACM SIGGRAPH 2013

 

Authors

Kenshi Takayama (ETH Zurich)

Daniele Panozzo (ETH Zurich)

Alexander Sorkine-Hornung (Disney Research)

Olga Sorkine-Hornung (ETH Zurich)

Sketch-Based Generation and Editing of Quad Meshes

Abstract

Coarse quad meshes are the preferred representation for animating characters in movies and video games. In these scenarios, artists want explicit control over the edge flows and the singularities of the quad mesh. Despite the significant advances in recent years, existing automatic quad remeshing algorithms are not yet able to achieve the quality of manually created remeshings. We present an interactive system for manual quad remeshing that provides the user with a high degree of control while avoiding the tediousness involved in existing manual tools. With our sketch-based interface, the user constructs a quad mesh by defining patches consisting of individual quads. The desired edge flow is intuitively specified by the sketched patch boundaries, and the mesh topology can be adjusted by varying the number of edge subdivisions at patch boundaries. Our system automatically inserts singularities inside patches if necessary, while providing the user with direct control of their topological and geometrical locations. We developed a set of novel user interfaces that assist the user in constructing a curve network representing such patch boundaries. The effectiveness of our system is demonstrated through a user evaluation with professional artists. Our system is also useful for editing automatically generated quad meshes.

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