We present a Monte Carlo method that generates a quadrilateral mesh from a point cloud.
The proposed algorithm evolves an initial quadrilateral mesh towards the point cloud
which mesh is constructed by means of the skeleton of the input points. The proposed
technique proves to be useful in case of relatively complex point clouds that describe
smooth and non-self-intersecting surfaces with junctions/branches and loops. The resulted
quadrilateral mesh may be used to reconstruct the surfaces by means of tensor product
patches such as B-spline or NURBS.