We present a novel method for quadrangulating a given triangle mesh. After constructing an as smooth as possible symmetric cross field satisfying a sparse set of directional constraints (to capture ...the geometric structure of the surface), the mesh is cut open in order to enable a low distortion unfolding. Then a seamless globally smooth parametrization is computed whose iso-parameter lines follow the cross field directions. In contrast to previous methods, sparsely distributed directional constraints are sufficient to automatically determine the appropriate number, type and position of singularities in the quadrangulation. Both steps of the algorithm (cross field and parametrization) can be formulated as a mixed-integer problem which we solve very efficiently by an adaptive greedy solver. We show several complex examples where high quality quad meshes are generated in a fully automatic manner.
A tri-quadrangulation is a connected simple plane graph with each face either triangular or quadrangular. Recently, Aichholzer et al. (2014) proved that any two tri-quadrangulations with n vertices ...and m≥2 triangular faces can be transformed into each other by a sequence of local transformations, called a diagonal flip, and their algorithm guarantees that at most O(n2) diagonal flips are sufficient. In this paper, we improve their upper bound to O(n), and prove that the linear order of the estimation is best possible.
We present a novel approach to remesh a surface into an isotropic triangular or quad-dominant mesh using a unified local smoothing operator that optimizes both the edge orientations and vertex ...positions in the output mesh. Our algorithm produces meshes with high isotropy while naturally aligning and snapping edges to sharp features. The method is simple to implement and parallelize, and it can process a variety of input surface representations, such as point clouds, range scans and triangle meshes. Our full pipeline executes instantly (less than a second) on meshes with hundreds of thousands of faces, enabling new types of interactive workflows. Since our algorithm avoids any global optimization, and its key steps scale linearly with input size, we are able to process extremely large meshes and point clouds, with sizes exceeding several hundred million elements. To demonstrate the robustness and effectiveness of our method, we apply it to hundreds of models of varying complexity and provide our cross-platform reference implementation in the supplemental material.
Quadrilateral remeshing approaches based on global parametrization enable many desirable mesh properties. Two of the most important ones are (1) high regularity due to explicit control over irregular ...vertices and (2) smooth distribution of distortion achieved by convex variational formulations. Apart from these strengths, state-of-the-art techniques suffer from limited reliability on real-world input data, i.e. the determined map might have degeneracies like (local) non-injectivities and consequently often cannot be used directly to generate a quadrilateral mesh. In this paper we propose a novel convex Mixed-Integer Quadratic Programming (MIQP) formulation which ensures by construction that the resulting map is within the class of so called Integer-Grid Maps that are guaranteed to imply a quad mesh. In order to overcome the NP-hardness of MIQP and to be able to remesh typical input geometries in acceptable time we propose two additional problem specific optimizations: a complexity reduction algorithm and singularity separating conditions. While the former decouples the dimension of the MIQP search space from the input complexity of the triangle mesh and thus is able to dramatically speed up the computation without inducing inaccuracies, the latter improves the continuous relaxation, which is crucial for the success of modern MIQP optimizers. Our experiments show that the reliability of the resulting algorithm does not only annihilate the main drawback of parametrization based quad-remeshing but moreover enables the global search for high-quality coarse quad layouts - a difficult task solely tackled by greedy methodologies before.
We propose QuadMixer, a novel interactive technique to compose quad mesh components preserving the majority of the original layouts. Quad Layout is a crucial property for many applications since it ...conveys important information that would otherwise be destroyed by techniques that aim only at preserving shape.
Our technique keeps untouched all the quads in the patches which are not involved in the blending. We first perform robust boolean operations on the corresponding triangle meshes. Then we use this result to identify and build new surface patches for small regions neighboring the intersection curves. These blending patches are carefully quadrangulated respecting boundary constraints and stitched back to the untouched parts of the original models. The resulting mesh preserves the designed edge flow that, by construction, is captured and incorporated to the new quads as much as possible. We present our technique in an interactive tool to show its usability and robustness.
In this paper, we consider optimal 1-planar multigraphs, that is, n-vertex multigraph having exactly 4n−8 edges and a drawing on the sphere such that each edge crosses at most one other edge, and ...that the drawing has no 2-gonal face. We discuss the connectivity of optimal 1-planar multigraphs, and show a generating theorem of such graphs using some operations preserving optimal 1-planarity. Finally, we characterize optimal 1-planar multigraphs if they have no Kt-minor for t≤7.
We introduce an approach to quadrilateral meshing of arbitrary triangulated surfaces that combines the theoretical guarantees of Morse-based approaches with the practical advantages of ...parameterization methods. We first construct, through an eigensolver followed by a few Gauss-Newton iterations, a periodic four-dimensional vector field that aligns with a user-provided frame field and/or a set of features over the input mesh. A field-aligned parameterization is then greedily computed along a spanning tree based on the Dirichlet energy of the optimal periodic vector field, from which quad elements are efficiently extracted over most of the surface. The few regions not yet covered by elements are then upsampled and the first component of the periodic vector field is used as a Morse function to extract the remaining quadrangles. This hybrid parameterization- and Morse-based quad meshing method is not only fast (the parameterization is greedily constructed, and the Morse function only needs to be upsampled in the few uncovered patches), but is guaranteed to provide a feature-aligned quad mesh with non-degenerate cells that closely matches the input frame field over an arbitrary surface. We show that our approach is much faster than Morse-based techniques since it does not require a densely tessellated input mesh, and is significantly more robust than parameterization-based techniques on models with complex features.
The Wiener index of a connected graph is the sum of the distances between all unordered pairs of vertices. We provide formulae for the minimum Wiener index of simple 5-connected triangulations and ...3-connected quadrangulations, and provide the extremal structures, which attain those values. Our main tool is setting upper bounds for the maximum degree in highly connected triangulations and quadrangulations.