The most popular and actively researched class of quad remeshing techniques is
the family of parametrization based quad meshing methods. They all strive
to generate an integer-grid map, i.e. a parametrization of the input surface
into R2 such that the canonical grid of integer iso-lines forms a
quad mesh when mapped back onto the surface in R3. An essential,
albeit broadly neglected aspect of these methods is the quad extraction
step, i.e. the materialization of an actual quad mesh from the mere “quad
texture”. Quad (mesh) extraction is often believed to be a trivial matter but
quite the opposite is true: Numerous special cases, ambiguities induced by
numerical inaccuracies and limited solver precision, as well as imperfections
in the maps produced by most methods (unless costly countermeasures are taken)
pose significant challenges to the quad extractor. We present a method to
sanitize a provided parametrization such that it becomes numerically
consistent even in a limited precision floating point representation. Based
on this we are able to provide a comprehensive and sound description of how to
perform quad extraction robustly and without the need for any complex
tolerance thresholds or disambiguation rules. On top of that we develop a
novel strategy to cope with common local fold-overs in the parametrization.
This allows our method, dubbed QEx, to generate all-quadrilateral meshes
where otherwise holes, non-quad polygons or no output at all would have been
produced. We thus enable the practical use of an entire class of maps that was
previously considered defective. Since state of the art quad meshing methods
spend a significant share of their run time solely to prevent local
fold-overs, using our method it is now possible to obtain quad meshes
significantly quicker than before. We also provide libQEx
, an open source
C++ reference implementation of our method and thus significantly lower the
bar to enter the field of quad meshing.