dc.contributor.author | Campen, Marcel | en_US |
dc.contributor.editor | Adrien Bousseau and Diego Gutierrez | en_US |
dc.date.accessioned | 2017-04-22T16:53:28Z | |
dc.date.available | 2017-04-22T16:53:28Z | |
dc.date.issued | 2017 | |
dc.identifier.issn | 1017-4656 | |
dc.identifier.uri | http://dx.doi.org/10.2312/egt.20171033 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egt20171033 | |
dc.description.abstract | The 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.publisher | The Eurographics Association | en_US |
dc.title | Partitioning Surfaces into Quad Patches | en_US |
dc.description.seriesinformation | EG 2017 - Tutorials | |
dc.description.sectionheaders | Tutorials | |
dc.identifier.doi | 10.2312/egt.20171033 | |