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Reference TypeConference Paper (Conference Proceedings)
Last Update2018:
Metadata Last Update2020: administrator
Citation KeyHernándezEspePietCign:2018:BoOpQu
TitleBoolean operations on quad meshes
DateOct. 29 - Nov. 1, 2018
Access Date2021, Jan. 16
Number of Files1
Size3043 KiB
Context area
Author1 Hernández, Alex
2 Esperança, Claudio
3 Pietroni, Nico
4 Cignoni, Paolo
Affiliation1 Federal University of Rio de Janeiro
2 Federal University of Rio de Janeiro
3 University of Technology Sydney
4 Institute for Computer Science and Technologies
EditorRoss, Arun
Gastal, Eduardo S. L.
Jorge, Joaquim A.
Queiroz, Ricardo L. de
Minetto, Rodrigo
Sarkar, Sudeep
Papa, João Paulo
Oliveira, Manuel M.
Arbeláez, Pablo
Mery, Domingo
Oliveira, Maria Cristina Ferreira de
Spina, Thiago Vallin
Mendes, Caroline Mazetto
Costa, Henrique Sérgio Gutierrez
Mejail, Marta Estela
Geus, Klaus de
Scheer, Sergio
Conference NameConference on Graphics, Patterns and Images, 31 (SIBGRAPI)
Conference LocationFoz do Iguaçu, PR, Brazil
Book TitleProceedings
PublisherSociedade Brasileira de Computação
Publisher CityPorto Alegre
Tertiary TypeWork in Progress
History2018-10-27 12:32:33 :: -> administrator ::
2020-02-20 22:06:52 :: administrator -> :: 2018
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Is the master or a copy?is the master
Content Stagecompleted
KeywordsBoolean operation,quad mesh,monotonic chain, patch partition.
AbstractIn 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.
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Next Higher Units8JMKD3MGPAW/3RPADUS
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