author={Roi Poranne and Marco Tarini and Sandro Huber and Daniele Panozzo and Olga Sorkine-Hornung},
  journal={ACM Transactions on Graphics (TOG)},
  pages={1 - 11}
We propose a UV mapping algorithm that jointly optimizes for cuts and distortion, sidestepping heuristics for placing the cuts. [...] Key Method Our algorithm is designed to support an interactive workflow: it optimizes UV maps on the fly, while the user can interactively move vertices, cut mesh parts, join seams, separate overlapping regions, and control the placement of the parameterization patches in the UV space. Our UV maps are of high quality in terms of both geometric distortion and cut placement, and…Expand
Robust atlas generation via angle-based segmentation
A robust method to generate atlases with low isometric distortion and high packing efficiency and the method achieves higher robustness compared to other state-of-the-art methods. Expand
Real-World Textured Things: a Repository of Textured Models Generated with Modern Photo-Reconstruction Tools
It is argued that further advancements are required specifically targeted at this class of models, and the models collected are shared in the form of a new public repository, Real-World Textured Things (RWTT), a benchmark to systematic field-test and compare algorithms. Expand
Multi-resolution approach to computing locally injective maps on meshes
The orientation constraints are particularly important in parametrization problems, since they avoid undesirable foldover artifacts in the texture, while positional constraints are widely used in shape deformation applications, such as point-to-point deformations, deformations with fixed anchors, and more. Expand
Atlas refinement with bounded packing efficiency
A novel algorithm to refine an input atlas with bounded packing efficiency, using the axis-aligned structure that converts the general polygon packing problem to a rectangle packing problem, which is easier to achieve high packing efficiency. Expand
UV‐free Texturing using Sparse Voxel DAGs
An application may have to load an unknown 3D model and, for enhanced realistic rendering, precompute values over the surface domain, such as light maps, ambient occlusion, or otherExpand
Progressive embedding
This work proposes Progressive Embedding, with similar theoretical guarantees to Tutte embedding, but more resilient to the rounding error of floating point arithmetic, and Inspired by progressive meshes, collapses edges on an invalid embedding to a valid, simplified mesh, then inserts points back while maintaining validity. Expand
Cut-enhanced PolyCube-maps for feature-aware all-hex meshing
By inserting proper parameterization seams into the initial PolyCube-Map via novel PolyCube cutting operations, the mapping distortion can be reduced significantly, and the efficacy of the method is validated on a collection of more than one hundred CAD models and demonstrates its advantages over other automatic all-hex meshing methods and padding strategies. Expand
Adaptive Block Coordinate Descent for Distortion Optimization
The major improvements over the state‐of‐the‐art are: introduction of new energies for repairing inverted and collapsed simplices; adaptive partitioning of vertices into coordinate blocks with the blended local‐global strategy for more efficient optimization and introduction of the displacement norm for improving convergence criteria and for controlling block partitioning. Expand
Greedy Cut Construction for Parameterizations
Compared to state‐of‐the‐art cut construction methods, this method is one order of magnitude faster and generates shorter cuts while achieving similar isometric distortion. Expand
Computational peeling art design
This work presents a computational method for citrus peeling art designs that instead of solving the difficult cut generation problem, the authors map a designed input shape onto a citrus in an attempt to cover the entire citrus and use the mapped boundary to generate the cut paths. Expand