Partitioning Surfaces Into Quadrilateral Patches: A Survey

dc.contributor.authorCampen, M.en_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2018-01-10T07:43:21Z
dc.date.available2018-01-10T07:43:21Z
dc.date.issued2017
dc.description.abstractThe efficient and practical representation and processing of geometrically or topologically complex shapes often demands a partitioning into simpler patches. Possibilities range from unstructured arrangements of arbitrarily shaped patches on the one end, to highly structured conforming networks of all‐quadrilateral patches on the other end of the spectrum. Due to its regularity, this latter extreme of conforming partitions with quadrilateral patches, called quad layouts, is most beneficial in many application scenarios, for instance enabling the use of tensor‐product representations based on splines or Bézier patches, grid‐based multi‐resolution techniques and discrete pixel‐based map representations. However, this type of partition is also most complicated to create due to the strict inherent structural restrictions. Traditionally often performed manually in a tedious and demanding process, research in computer graphics and geometry processing has led to a number of computer‐assisted, semi‐automatic, as well as fully automatic approaches to address this problem more efficiently. This survey provides a detailed discussion of this range of methods, treats their strengths and weaknesses and outlines open problems in this field of research.The efficient and practical representation and processing of geometrically or topologically complex shapes often demands a partitioning into simpler patches. Possibilities range from unstructured arrangements of arbitrarily shaped patches on the one end, to highly structured conforming networks of all‐quadrilateral patches on the other end of the spectrum. Due to its regularity, this latter extreme of conforming partitions with quadrilateral patches, called quad layouts, is most beneficial in many application scenarios, for instance enabling the use of tensor‐product representations based on NURBS or Bézier patches, grid‐based multi‐resolution techniques and discrete pixel‐based map representations.en_US
dc.description.documenttypestar
dc.description.number8
dc.description.sectionheadersArticles
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume36
dc.identifier.doi10.1111/cgf.13153
dc.identifier.issn1467-8659
dc.identifier.pages567-588
dc.identifier.urihttps://doi.org/10.1111/cgf.13153
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13153
dc.publisher© 2017 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectmodelling
dc.subjectmesh generation
dc.subjectgeometric modelling
dc.subjectsurface parametrization
dc.subjectI.3.5 [Computer Graphics]: Computational Geometry and Object Modelling
dc.titlePartitioning Surfaces Into Quadrilateral Patches: A Surveyen_US
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