Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Anisotropic polygonal remeshing
ACM SIGGRAPH 2003 Papers
Deformation transfer for triangle meshes
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2005 Papers
Meshless deformations based on shape matching
ACM SIGGRAPH 2005 Papers
Periodic global parameterization
ACM Transactions on Graphics (TOG)
Rotational symmetry field design on surfaces
ACM SIGGRAPH 2007 papers
Robust principal curvatures on multiple scales
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
N-symmetry direction field design
ACM Transactions on Graphics (TOG)
Articulated mesh animation from multi-view silhouettes
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH 2009 papers
Dynamic shape capture using multi-view photometric stereo
ACM SIGGRAPH Asia 2009 papers
Geometry-aware direction field processing
ACM Transactions on Graphics (TOG)
High-quality single-shot capture of facial geometry
ACM SIGGRAPH 2010 papers
High resolution passive facial performance capture
ACM SIGGRAPH 2010 papers
High-quality passive facial performance capture using anchor frames
ACM SIGGRAPH 2011 papers
Multiview face capture using polarized spherical gradient illumination
Proceedings of the 2011 SIGGRAPH Asia Conference
General planar quadrilateral mesh design using conjugate direction field
Proceedings of the 2011 SIGGRAPH Asia Conference
Temporally coherent completion of dynamic shapes
ACM Transactions on Graphics (TOG)
Tracking surfaces with evolving topology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Global Non-rigid Alignment of Surface Sequences
International Journal of Computer Vision
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Geometric meshes that model animated characters must be designed while taking into account the deformations that the shape will undergo during animation. We analyze an input sequence of meshes with point-to-point correspondence, and we automatically produce a quadrangular mesh that fits well the input animation. We first analyze the local deformation that the surface undergoes at each point, and we initialize a cross field that remains as aligned as possible to the principal directions of deformation throughout the sequence. We then smooth this cross field based on an energy that uses a weighted combination of the initial field and the local amount of stretch. Finally, we compute a field-aligned quadrangulation with an off-the-shelf method. Our technique is fast and very simple to implement, and it significantly improves the quality of the output quad mesh and its suitability for character animation, compared to creating the quad mesh based on a single pose. We present experimental results and comparisons with a state-of-the-art quadrangulation method, on both sequences from 3D scanning and synthetic sequences obtained by a rough animation of a triangulated model.