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Home/ Questions/Q 237769
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T20:27:08+00:00 2026-05-11T20:27:08+00:00

Suppose you have a 3 dimensional object, represented as a 3d mesh in some

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Suppose you have a 3 dimensional object, represented as a 3d mesh in some common file format. 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.

Amongst other things, the algorithm would need to account for:

  • Multiple possible decompositions for any given object
  • Handling fitting a mesh into fixed size canvases (sheets of paper).
  • Recognizing when two panels in the net would overlap (and are thus invalid).
  • Breaking a mesh up into multiple nets if they can’t be represented as a single one, due to overlap or page size constraints.
  • Generating tabs in the appropriate places, for attaching adjacent faces.

The obvious degenerate case is simply to create one net per face, with tabs on half the edges. This isn’t ideal, obviously: The ideal case is a single continuous net. The reality for complex shapes is likely to be somewhere in the middle.

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.

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  1. Editorial Team
    Editorial Team
    2026-05-11T20:27:08+00:00Added an answer on May 11, 2026 at 8:27 pm

    When I read your question, the words “automatic papercraft algorithm” came to me. So I googled it and found Papercraft Models using Generalized Cylinders (pdf) by Massarwi et al.

    We propose a new method for producing
    unfolded papercraft patterns of
    rounded toy animal figures from
    triangulated meshes by means of
    strip-based approximation. Although in
    principle a triangulated model can be
    unfolded simply by retaining as much
    as possible of its connectivity while
    checking for intersecting triangles in
    the unfolded plane, creating a pattern
    with tens of thousands of triangles is
    unrealistic. Our approach is to
    approximate the mesh model by a set of
    continuous triangle strips with no
    internal vertices. Initially, we
    subdivide our mesh into parts
    corresponding to the features of the
    model. We segment each part into zonal
    regions, grouping triangles which are
    similar topological distances from the
    part boundary. We generate triangle
    strips by simplifying the mesh while
    retaining the borders of the zonal
    regions and additional cut-lines. The
    pattern is then created simply by
    unfolding the set of strips. The
    distinguishing feature of our method
    is that we approximate a mesh model by
    a set of continuous strips, not by
    other ruled surfaces such as parts of
    cones or cylinders. Thus, the
    approximated unfolded pattern can be
    generated using only mesh operations
    and a simple unfolding algorithm.
    Furthermore, a set of strips can be
    crafted just by bending the paper
    (without breaking edges) and can
    represent smooth features of the
    original mesh models.

    There is also an earlier related paper called Paper craft models from meshes (9MB pdf) by Shatz et al.

    This paper introduces an algorithm for
    segmenting a mesh into developable
    approximations. The algorithm can be
    used in various applications in CAD
    and computer graphics. This paper
    focuses on paper crafting and
    demonstrates that the algorithm
    generates approximations that are
    developable, easy to cut, and can be
    glued together. It is also shown that
    the error between the given model and
    the paper model is small.

    enter image description here
    Source: http://www.ee.technion.ac.il/~ayellet/images/sel-papers-pic-5.jpg

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