Quadrilateral remeshing with global alignment

Kazu Mishiba, Masaaki Ikehara, Keiichiro Shirai

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

In this paper, we propose a new remeshing algorithm that captures the global structure of an object for 3D editing. The resulting meshes are quadrilateral, are of global alignment and have a multi-resolution structure. Additionally, their low-resolution mesh shows object features with a few vertices. Our algorithm is summarized as follows. First, a 3D object is converted into voxels, and then the object skeleton is computed. Next, the initial mesh is obtained from the skeleton. Finally, the remeshed object is yielded by moving vertices on the mesh to the voxel boundary. We show experimental results of remeshing some objects to validate the proposed algorithm.

Original languageEnglish
Title of host publication2009 IEEE 13th Digital Signal Processing Workshop and 5th IEEE Signal Processing Education Workshop, DSP/SPE 2009, Proceedings
Pages554-559
Number of pages6
DOIs
Publication statusPublished - 2009
Event2009 IEEE 13th Digital Signal Processing Workshop and 5th IEEE Signal Processing Education Workshop, DSP/SPE 2009 - Marco Island, FL, United States
Duration: 2009 Jan 42009 Jan 7

Publication series

Name2009 IEEE 13th Digital Signal Processing Workshop and 5th IEEE Signal Processing Education Workshop, DSP/SPE 2009, Proceedings

Other

Other2009 IEEE 13th Digital Signal Processing Workshop and 5th IEEE Signal Processing Education Workshop, DSP/SPE 2009
Country/TerritoryUnited States
CityMarco Island, FL
Period09/1/409/1/7

Keywords

  • Quadrilateral remeshing
  • Surface remeshing

ASJC Scopus subject areas

  • Computer Networks and Communications
  • Signal Processing
  • Electrical and Electronic Engineering

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