Partitioning Surfaces into Quad Patches

dc.contributor.authorCampen, Marcelen_US
dc.contributor.editorAdrien Bousseau and Diego Gutierrezen_US
dc.date.accessioned2017-04-22T16:53:28Z
dc.date.available2017-04-22T16:53:28Z
dc.date.issued2017
dc.description.abstractThe efficient and practical representation and processing of geometrically or topologically complex shapes often demands some form of virtual partitioning into pieces, each of which is of a simpler nature. Due to their regularity, highly structured networks of conforming quadrilateral patches, called quad layouts, or in particular instances quad meshes, are most beneficial in many scenarios; they enable the use of tensor-product representations based on NURBS or Bézier patches, grid-based multiresolution techniques, or discrete pixel-based map representations. However, partitions of this type are particularly complicated to create due to the inherent structural restrictions. Research in geometry processing has led to a variety of automatic or semi-automatic approaches to address this problem. This course provides a detailed introduction to this range of methods, treats their strengths and weaknesses, discusses their applicability and practical limitations, and outlines open problems in this field.en_US
dc.description.sectionheadersTutorials
dc.description.seriesinformationEG 2017 - Tutorials
dc.identifier.doi10.2312/egt.20171033
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egt.20171033
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egt20171033
dc.publisherThe Eurographics Associationen_US
dc.titlePartitioning Surfaces into Quad Patchesen_US
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