Abstract
We describe an interactive editing framework that provides control over the type, location, and number of irregular vertices in a triangle mesh. We first provide a theoretical analysis to identify the simplest possible operations for editing irregular vertices and then introduce a hierarchy of editing operations to control the type, location, and number of irregular vertices. We demonstrate the power of our editing framework with an example application in pattern design on surfaces.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.