SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Implicit fairing of irregular meshes using diffusion and curvature flow
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactive geometry remeshing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
SMI '03 Proceedings of the Shape Modeling International 2003
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
A sketch-based interface for detail-preserving mesh editing
ACM SIGGRAPH 2005 Papers
Geometric modeling with conical meshes and developable surfaces
ACM SIGGRAPH 2006 Papers
Vector field design on surfaces
ACM Transactions on Graphics (TOG)
Interactive Tensor Field Design and Visualization on Surfaces
IEEE Transactions on Visualization and Computer Graphics
Rotational symmetry field design on surfaces
ACM SIGGRAPH 2007 papers
Design of tangent vector fields
ACM SIGGRAPH 2007 papers
N-symmetry direction field design
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2009 papers
Packing circles and spheres on surfaces
ACM SIGGRAPH Asia 2009 papers
Computer Aided Geometric Design
Connectivity editing for quadrilateral meshes
Proceedings of the 2011 SIGGRAPH Asia Conference
SMI 2012: Full Pattern mapping with quad-pattern-coverable quad-meshes
Computers and Graphics
Proceedings of Graphics Interface 2012
Rationalization of Triangle-Based Point-Folding Structures
Computer Graphics Forum
Graphics Interaction: 5-6-7 Meshes: Remeshing and analysis
Computers and Graphics
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We describe an interactive editing framework that provides control over the type, location, and number of irregular vertices in a triangle mesh. We first provide a theoretical analysis to identify the simplest possible operations for editing irregular vertices and then introduce a hierarchy of editing operations to control the type, location, and number of irregular vertices. We demonstrate the power of our editing framework with an example application in pattern design on surfaces.