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Waveletbased multiresolution analysis of irregular surface meshes
 IEEE Transactions on Visualization and Computer Graphics
, 2004
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Reverse Subdivision
 SABIN (EDS.), ADVANCES IN MULTIRESOLUTION FOR GEOMETRIC MODELLING
, 2005
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An easy way of detecting subdivision connectivity in a triangle mesh
, 2002
"... In this paper we discuss how a given triangle mesh can be analysed in order to decide whether it has subdivision connectivity or not. Our subdivision connectivity detection utilizes the fact that almost all vertices of a triangle mesh with subdivision connectivity are regular and that the remainin ..."
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In this paper we discuss how a given triangle mesh can be analysed in order to decide whether it has subdivision connectivity or not. Our subdivision connectivity detection utilizes the fact that almost all vertices of a triangle mesh with subdivision connectivity are regular and that the remaining irregular vertices are vertices of the coarsest level. These vertices can therefore be used as seed points of a region growing algorithm that generates the entire base mesh from which the given mesh was refined. Once all the hierarchy levels of the given mesh are detected we reorder its vertices such that all the connectivity information of the given mesh is encoded in this vertex order and the connectivity of the base mesh only. This enables us to represent the given mesh as another triangle mesh with the same number of vertices but considerably fewer triangles and store it compactly using a standard file format, such as VRML. 1. Introduction and Related
A Reverse Scheme For Quadrilateral Meshes
"... Reverse subdivision constructs a coarse mesh of a model from a finer mesh of this same model. In [1] Lanquetin and Neveu propose a reverse mask for the CatmullClark scheme which consists in locally reversing CatmullClark original formula for even control points, but this mask can not be applied in ..."
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Reverse subdivision constructs a coarse mesh of a model from a finer mesh of this same model. In [1] Lanquetin and Neveu propose a reverse mask for the CatmullClark scheme which consists in locally reversing CatmullClark original formula for even control points, but this mask can not be applied in reversing other variants such as Quadaveraging scheme of Warren and Weimer [2]. In this paper, we derive a reverse mask for CatmullClark. This mask is parameterized and can also be used for reversing other quad schemes as Quadaveraging scheme.
Simplified and Tessellated Mesh for Realtime High Quality Rendering
"... Many applications require manipulation and visualization of complex and highly detailed models at realtime. In this paper, we present a new mesh process and rendering method for realtime high quality rendering. The basic idea is to send a simplified mesh to hardware pipeline, while use the online te ..."
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Many applications require manipulation and visualization of complex and highly detailed models at realtime. In this paper, we present a new mesh process and rendering method for realtime high quality rendering. The basic idea is to send a simplified mesh to hardware pipeline, while use the online tessellation on the GPU to facilitate the rendering of complex geometric details. We formulate it into an inverse tessellation problem that first computes the simplified mesh, and then optimizes the tessellated mesh with geometric details to approximate the original mesh. To solve this problem, we propose a twostage algorithm. In the first stage, we employ an iterative surface simplification technique, where we take the requirement of hardware tessellation into consideration to obtain an optimal simplified mesh. In the second stage, to better utilize the hardware tessellation, we propose a moving vertex strategy to approximate the tessellated mesh to the original mesh. Results show that our method achieves 24 times faster at rendering but still retains high quality geometrical details.
Yoshihiro Kobayashi ‡
"... mesh, (b) a rendering of the design as glass construction. In (c) and (d) we show the edited mesh. The glass panels on the roof are generated from the edges in the meshes. We propose new connectivity editing operations for quadrilateral meshes with the unique ability to explicitly control the locati ..."
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mesh, (b) a rendering of the design as glass construction. In (c) and (d) we show the edited mesh. The glass panels on the roof are generated from the edges in the meshes. We propose new connectivity editing operations for quadrilateral meshes with the unique ability to explicitly control the location, orientation, type, and number of the irregular vertices (valence not equal to four) in the mesh while preserving sharp edges. We provide theoretical analysis on what editing operations are possible and impossible and introduce three fundamental operations to move and reorient a pair of irregular vertices. We argue that our editing operations are fundamental, because they only change the quad mesh in the smallest possible region and involve the fewest irregular vertices (i.e., two). The irregular vertex movement operations are supplemented by operations for the splitting, merging, canceling, and aligning of irregular vertices. We explain how the proposed highlevel operations are realized through graphlevel editing operations such as quad collapses, edge flips, and edge splits. The utility of these mesh editing operations are demonstrated by improving the connectivity of quad meshes generated from stateofart quadrangulation techniques.
Connectivity Editing for QuadDominant Meshes
"... Figure 1: In our framework, the user can edit irregular vertices (with more or fewer than four neighbors) and irregular faces (nonquads) of a quaddominant mesh. Each type of irregularity has different advantages and disadvantages in design and construction. Irregular vertices are necessary to mai ..."
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Figure 1: In our framework, the user can edit irregular vertices (with more or fewer than four neighbors) and irregular faces (nonquads) of a quaddominant mesh. Each type of irregularity has different advantages and disadvantages in design and construction. Irregular vertices are necessary to maintain sharp features (corners and edges), but they create higher angle deviations in mesh lines in smooth regions (left). Irregular faces lead to smoother mesh lines, but they cannot maintain sharp features (right). The ability to model with a mixture of irregular vertices and faces gives more flexibility to the user, e.g. creating a design with sharp features and smooth mesh lines (middle). We render each model in a style that highlights the sharp features. We propose a connectivity editing framework for quaddominant meshes. In our framework, the user can edit the mesh connectivity to control the location, type, and number of irregular vertices (with more or fewer than four neighbors) and irregular faces (nonquads). We provide a theoretical analysis of the problem, discuss what edits are possible and impossible, and describe how to implement an editing framework that realizes all possible editing operations. In the results, we show example edits and illustrate the advantages and disadvantages of different strategies for quaddominant mesh design.
Connectivity Editing for Quadrilateral Meshes ChiHan Peng∗
"... mesh, (b) a rendering of the design as glass construction. In (c) and (d) we show the edited mesh. The glass panels on the roof are generated from the edges in the meshes. We propose new connectivity editing operations for quadrilateral meshes with the unique ability to explicitly control the locati ..."
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mesh, (b) a rendering of the design as glass construction. In (c) and (d) we show the edited mesh. The glass panels on the roof are generated from the edges in the meshes. We propose new connectivity editing operations for quadrilateral meshes with the unique ability to explicitly control the location, orientation, type, and number of the irregular vertices (valence not equal to four) in the mesh while preserving sharp edges. We provide theoretical analysis on what editing operations are possible and impossible and introduce three fundamental operations to move and reorient a pair of irregular vertices. We argue that our editing operations are fundamental, because they only change the quad mesh in the smallest possible region and involve the fewest irregular vertices (i.e., two). The irregular vertex movement operations are supplemented by operations for the splitting, merging, canceling, and aligning of irregular vertices. We explain how the proposed highlevel operations are realized through graphlevel editing operations such as quad collapses, edge flips, and edge splits. The utility of these mesh editing operations are demonstrated by improving the connectivity of quad meshes generated from stateofart quadrangulation techniques.