Demystifying Quadrilateral Remeshing

Research output: Contribution to journalReview articlepeer-review

Abstract

Quadrilateral meshes are ubiquitously used as a control grid for subdivision and parametric surfaces. The process of converting a triangular mesh into a quadrilateral is called retopology, or quadrilateral meshing, and it is an essential step for the creation of 3D models used in games, movies, and special effects. This article introduces the problem, highlights the major differences between triangular and quadrilateral meshes, and provides an overview of several new automatic and semiautomatic solutions. The pros and cons of each algorithm are discussed as well as interesting directions for future work in this area.

Original languageEnglish (US)
Article number7064658
Pages (from-to)88-95
Number of pages8
JournalIEEE Computer Graphics and Applications
Volume35
Issue number2
DOIs
StatePublished - Mar 1 2015

Keywords

  • 3D models
  • computer graphics
  • graphics research
  • quadrilateral meshes
  • retopology

ASJC Scopus subject areas

  • Software
  • Computer Graphics and Computer-Aided Design

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