Quadrangulating a Mesh using Laplacian Eigenvectors (2005)
Resampling raw surface meshes is one of the most fundamental operations used by nearly all digital geometry processing systems. The vast majority of work in the past has focused on triangular remeshing; the equally important problem of resampling surfaces with quadrilaterals has remained largely unaddressed. Despite the relative lack of attention, the need for quality quadrangular resampling methods is of central importance in a number of important areas of graphics. Quadrilaterals are the preferred primitive in many cases, such as Catmull-Clark subdivision surfaces, fluid dynamics, and texture atlasing. [via]
http://graphics.cs.uiuc.edu/~jch/papers/msmes...

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