Extraction of the Quad Layout of a Triangle Mesh
Guided by its Curve-Skeleton

Francesco Usai, Marco Livesu, Enrico Puppo, Marco Tarini, Riccardo Scateni

ACM Transactions on Graphics 35(1), 1-13, 2015


Starting from the triangle mesh of a digital shape, that is, mainly an articulated object, we produce a coarse quad layout that can be used in character modeling and animation. Our quad layout follows the intrinsic object struc- ture described by its curve skeleton; it contains few irregular vertices of low degree; it can be immediately refined into a semiregular quad mesh; it provides a structured domain for UV mapping and parametrization. Our method is fast, one-click, and does not require any parameter setting. The user can steer and refine the process through simple interactive tools during the construction of the quad layout.

(*) Here you can find an extension of this algorithm to hexahedral meshing!
(**) Some of the curve-skeletons used for this project were manually edited using this tool


Paper Data
(surface approach)

Data Data
(volumetric extension)


           author    = {Usai, Francesco and Livesu, Marco and Puppo, Enrico and Tarini, Marco and Scateni, Riccardo},
           title     = {Extraction of the Quad Layout of a Triangle Mesh Guided by Its Curve Skeleton},
           journal   = {ACM Transactions on Graphics},
           volume    = {35},
           number    = {1},
           year      = {2015},
           pages     = {6:1--6:13},
           issn      = {0730-0301},
           doi       = {10.1145/2809785}}
           author    = {Livesu, Marco and Muntoni, Alessandro and Puppo, Enrico and Scateni, Riccardo},
           title     = {Skeleton-driven Adaptive Hexahedral Meshing of Tubular Shapes},
           journal   = {Computer Graphics Forum},
           volume    = {35},
           number    = {7},
           pages     = {237--246},
           year      = {2016},
           doi       = {10.1111/cgf.13021}}