![]() ![]() ![]() The algorithms eed3si9n linked to will generate nice reasonable papercraft meshes from complicated geometry. There is also an earlier related paper called Paper craft models from meshes (9MB pdf) by Shatz et al. So I googled it and found Papercraft Models using Generalized Cylinders (pdf) by Massarwi et al. When I read your question, the words "automatic papercraft algorithm" came to me. I realize that finding the optimal net (fewest nets / least pages) is probably computationally expensive, but a good heuristic for finding 'good enough' nets would suffice. The reality for complex shapes is likely to be somewhere in the middle. This isn't ideal, obviously: The ideal case is a single continuous net. ![]() The obvious degenerate case is simply to create one net per face, with tabs on half the edges. Generating tabs in the appropriate places, for attaching adjacent faces.Breaking a mesh up into multiple nets if they can't be represented as a single one, due to overlap or page size constraints.Recognizing when two panels in the net would overlap (and are thus invalid).Handling fitting a mesh into fixed size canvases (sheets of paper).Multiple possible decompositions for any given object.How would you devise an algorithm to decompose the mesh into one or more 2d 'nets' - that is, a 2-dimensional representation that can be cut out and folded to create the original 3d object.Īmongst other things, the algorithm would need to account for: Suppose you have a 3 dimensional object, represented as a 3d mesh in some common file format. ![]()
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