Base Mesh Creation

This project is a second attemp to implement a fast base mesh creation method from this paper. The main idea is to create a animable mesh from a skeleton whose joints are represented by spheres with variable radius defining the distance from the mesh vertices. This mesh generation algorithm is decomposed into 3 steps: First a simple init mesh is computed connecting each joint with successive quad extrusion and convex hull computation for T-junctions. The resulting mesh is then refined through an iterative process, alternating subdivisions and evolutions. Finally, an edge fairing optimazation is performed whose puporse is to prevent quad deformation as much as possible without changing the geometry.

BMesh Evolution example

3D Expert. Computer graphics R&D Freenlance.

My research interests include character animation and non-photorealistic rendering.