Hi Raul,
  I bet we are on the same deadline. I don't know many things about sculpting, 
but I believe you should probably mention automatic quadrangulation methods if 
you are subdividing using Catmull Clark, since the straightforward approach to 
me would be to deal with triangle meshes and then quadrangulate the result. 
Last year the cutting edge was Mixed integer quadrangulations, Quadcover is 
older but still in use, and last year at siggraph there were two papers, one 
called something like "Wave based quadrangulations" and the other one called 
"Lp Centroidal Voronoi Tesselations" (also dealing with volumic meshing). About 
sculpting I remember some work about "virtual clay" modeling and "swirling 
sweepers" about volume preservation, but it's a bit old, and might be obsolete. 
Typing this on scholar provides some results maybe checkout this, the page 
mentions papers citing it which might be more in the mood: 
http://portal.acm.org/citation.cfm?id=364338.364395. It's too bad citeseer is 
currently down. If you are dealing with multiresolution meshes, this should 
also be part of the related work, I'm not aware of this field to provide up to 
date references, sorry.
  I hope this tiny bit will help you, good luck !
regards,
Vincent

----- Mail original -----
De: ra...@info.upr.edu.cu
À: "bf-blender developers" <bf-committers@blender.org>
Envoyé: Mercredi 5 Janvier 2011 22:40:48
Objet: Re: [Bf-committers] A resources help for paper (Farsthary)

Ops I forgot in my previous repply to mention that the paper I'm writting:
'Dynamic subdivission sculpting' will make life easier for those who want
to integrate that feature in any sculpting pipeline.
 I'm writting there the unlimited clay algorithm essence and theory, and
contrary to what I thougth at the beginning of the project it has some
quirks that are very hard to realize, so I hope to contribute a little
with the developer community not only of Blender, sharing this knowledge.

regards
Raul

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