Sketch-Based Generation and Editing of Quad Meshes
Kenshi Takayama (ETH Zurich)
Daniele Panozzo (ETH Zurich)
Olga Sorkine-Hornung (ETH Zurich)
Alexander Sorkine-Hornung (Disney Research Zurich)
Extremely coarse quad meshes are the preferred representation for animating characters in movies and video-games. In these scenarios, artists want complete control of the mesh, i.e. the edge flow and the placement of singularities, and existing automatic algorithms are not yet able to match the quality of manually modeled meshes.
We propose an algorithm to quadrangulate 3D shapes that supports explicit control over the placement of edge loops and singularities and arbitrary local subdivision of the patch edges. The algorithm enables a novel user interface specifically designed to assist the interactive creation of coarse quad meshes. The UI is based on a combination of sketch-based tools to define the edge flow, and an autocompletion algorithm that helps the user fill the gaps between quadrangulated parts. The UI responds to the user sketches in real time and provides full control of the geometry and topology of the generated quad mesh, while significantly simplifying the process by removing repetitive, tedious tasks.
We show that with our method, artists can efficiently retopologize triangle meshes or modify quadrangulations generated with existing automatic methods.