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dc.contributor.authorJi, Zhongpingen_US
dc.contributor.authorLiu, Ligangen_US
dc.contributor.authorWang, Yigangen_US
dc.date.accessioned2015-02-23T17:37:37Z
dc.date.available2015-02-23T17:37:37Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2010.01805.xen_US
dc.description.abstractThis paper presents a novel modeling system, called B-Mesh, for generating base meshes of 3D articulated shapes. The user only needs to draw a one-dimensional skeleton and to specify key balls at the skeletal nodes. The system then automatically generates a quad dominant initial mesh. Further subdivision and evolution are performed to refine the initial mesh and generate a quad mesh which has good edge flow along the skeleton directions. The user can also modify and manipulate the shape by editing the skeleton and the key balls and can easily compose new shapes by cutting and pasting existing models in our system. The mesh models generated in our system greatly benefit the sculpting operators for sculpting modeling and skeleton-based animation.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleB-Mesh: A Modeling System for Base Meshes of 3D Articulated Shapesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number7en_US
dc.identifier.doi10.1111/j.1467-8659.2010.01805.xen_US
dc.identifier.pages2169-2177en_US


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  • 29-Issue 7
    Pacific Graphics 2010 - Special Issue

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