Coarse quad meshes are the preferred representation for animating characters in movies and video games. In these scenarios, artists want explicit control over the edge flows and the singularities of the quad mesh. Despite the significant advances in recent years, existing automatic quad remeshing algorithms are not yet able to achieve the quality of manually created remeshings. We present an interactive system for manual quad remeshing that provides the user with a high degree of control while avoiding the tediousness involved in existing manual tools. With our sketch-based interface, the user constructs a quad mesh by defining patches consisting of individual quads. The desired edge flow is intuitively specified by the sketched patch boundaries, and the mesh topology can be adjusted by varying the number of edge subdivisions at patch boundaries. Our system automatically inserts singularities inside patches if necessary, while providing the user with direct control of their topological and geometrical locations. We developed a set of novel user interfaces that assist the user in constructing a curve network representing such patch boundaries. The effectiveness of our system is demonstrated through a user evaluation with professional artists. Our system is also useful for editing automatically generated quad meshes.
The documents contained in these directories are included by the contributing authors as a means to ensure timely dissemination of scholarly and technical work on a non-commercial basis. Copyright and all rights therein are maintained by the authors or by other copyright holders, notwithstanding that they have offered their works here electronically. It is understood that all persons copying this information will adhere to the terms and constraints invoked by each author’s copyright. These works may not be reposted without the explicit permission of the copyright holder.