Interactive multiresolution mesh editing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Exact evaluation of Catmull-Clark subdivision surfaces at arbitrary parameter values
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Sub-Atomic Subdivision Approach
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Adaptive Subdivision Curves and Surfaces
CGI '98 Proceedings of the Computer Graphics International 1998
Anisotropic polygonal remeshing
ACM SIGGRAPH 2003 Papers
Direct Anisotropic Quad-Dominant Remeshing
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Approximating Catmull-Clark subdivision surfaces with bicubic patches
ACM Transactions on Graphics (TOG)
Incremental subdivision for triangle meshes
International Journal of Computational Science and Engineering
Real-time Reyes-style adaptive surface subdivision
ACM SIGGRAPH Asia 2008 papers
IEEE Transactions on Visualization and Computer Graphics
Extension of half-edges for the representation of multiresolution subdivision surfaces
The Visual Computer: International Journal of Computer Graphics
Real-time view-dependent rendering of parametric surfaces
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2009 papers
Fast parallel construction of smooth surfaces from meshes with tri/quad/pent facets
SGP '08 Proceedings of the Symposium on Geometry Processing
Computer Aided Geometric Design
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We present a method for editing the LOD of quad meshes, which supports both adaptive refinement and adaptive coarsening. Starting at a base mesh, we generate a quad-dominant mesh which is consistent with the Catmull-Clark subdivision. Consistency is both topological and geometrical: an adaptively subdivided mesh coincides with the uniformly subdivided mesh wherever the level of subdivision is uniform, and the limit surface is the same. Subdivided meshes contain a majority of quad elements and a moderate amount of triangles and pentagons in the regions of transition across different levels of detail. Topological LOD editing is controlled with local conforming operators, which support both mesh refinement and mesh coarsening and work on a plain mesh without the need of cumbersome hierarchical data structures.