`%0 Conference Proceedings`

`%4 sid.inpe.br/sibgrapi/2018/10.26.16.21`

`%2 sid.inpe.br/sibgrapi/2018/10.26.16.21.37`

`%T Boolean operations on quad meshes`

`%D 2018`

`%A Hernández, Alex,`

`%A Esperança, Claudio,`

`%A Pietroni, Nico,`

`%A Cignoni, Paolo,`

`%@affiliation Federal University of Rio de Janeiro`

`%@affiliation Federal University of Rio de Janeiro`

`%@affiliation University of Technology Sydney`

`%@affiliation Institute for Computer Science and Technologies`

`%E Ross, Arun,`

`%E Gastal, Eduardo S. L.,`

`%E Jorge, Joaquim A.,`

`%E Queiroz, Ricardo L. de,`

`%E Minetto, Rodrigo,`

`%E Sarkar, Sudeep,`

`%E Papa, João Paulo,`

`%E Oliveira, Manuel M.,`

`%E Arbeláez, Pablo,`

`%E Mery, Domingo,`

`%E Oliveira, Maria Cristina Ferreira de,`

`%E Spina, Thiago Vallin,`

`%E Mendes, Caroline Mazetto,`

`%E Costa, Henrique Sérgio Gutierrez,`

`%E Mejail, Marta Estela,`

`%E Geus, Klaus de,`

`%E Scheer, Sergio,`

`%B Conference on Graphics, Patterns and Images, 31 (SIBGRAPI)`

`%C Foz do Iguaçu, PR, Brazil`

`%8 Oct. 29 - Nov. 1, 2018`

`%I Sociedade Brasileira de Computação`

`%J Porto Alegre`

`%S Proceedings`

`%K Boolean operations, quad meshes, edge flow, monotone chains, patch partition.`

`%X In this work we describe an approach to perform boolean operations between pure quad meshes obtaining as result a pure quad mesh preserving as much as possible the original quadrangulations of the inputs. For this purpose, we solve the boolean operation in a triangular version of the inputs with a robust triangle-based method and then solve a requadrangulation problem on portions of the mesh neighboring the intersection curves of the inputs. Our approach reduces the hard problem of requadrangulation in space to a 2D polygon subdivision problem into patches which are easier to quadrangulate. We propose a method based on partitioning polygon borders into monotonic chains in order to get appropriate patches that can be quadrangulated independently. As far as we know, this is the first work to tackle the problem of computing boolean operations of quad meshes without resorting to a full requadrangulation of the result mesh. Another important goal is to obtain a good edge flow near the intersection curves, a crucial feature for applications relying on quad meshes such as character animation modeling.`

`%@language en`

`%3 QuadBoolean.pdf`