We present a practical framework to port Bézier curves to surfaces.
We support the interactive
drawing and editing of Bézier splines on manifold meshes with
millions of triangles, by relying on just repeated manifold averages.
We show that direct extensions of the de Casteljau and Bernstein evaluation
algorithms to the manifold setting are fragile, and prone to discontinuities
when control polygons become large.
Conversely, approaches based on subdivision
are robust and can be implemented efficiently.
We implement manifold extensions of the recursive
de Casteljau bisection, and an open-uniform Lane-Riesenfeld subdivision scheme.
For both schemes, we present algorithms for curve tracing, point evaluation,
and approximated point insertion.
We run bulk experiments to test our algorithms for robustness and performance,
and we compare them with other methods at the state of the art,
always achieving correct results and superior performance.
For interactive editing, we port all the basic user interface interactions
found in 2D tools directly to the mesh. We also support mapping complex
SVG drawings to the mesh and their interactive editing.
@article{MNPP22-TVCG,
author = {Mancinelli, Claudio and Nazzaro, Giacomo and Pellacini, Fabio and Puppo, Enrico},
title = {b/Surf: Interactive Bézier Splines on Surface Meshes},
journal = {IEEE Transactions on Visualization and Computer Graphics},
year = {2022},
note = {to appear}
}