A Method for Registration of 3-D Shapes
IEEE Transactions on Pattern Analysis and Machine Intelligence - Special issue on interpretation of 3-D scenes—part II
Mean Shift: A Robust Approach Toward Feature Space Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
Differential Coordinates for Interactive Mesh Editing
SMI '04 Proceedings of the Shape Modeling International 2004
Mesh editing with poisson-based gradient field manipulation
ACM SIGGRAPH 2004 Papers
Segmentation of 3D Meshes through Spectral Clustering
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
A Non-Local Algorithm for Image Denoising
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
Robust 3D Shape Correspondence in the Spectral Domain
SMI '06 Proceedings of the IEEE International Conference on Shape Modeling and Applications 2006
Nonlocal Image and Movie Denoising
International Journal of Computer Vision
The Visual Computer: International Journal of Computer Graphics
Non-local Regularization of Inverse Problems
ECCV '08 Proceedings of the 10th European Conference on Computer Vision: Part III
Laplace-Beltrami spectra as 'Shape-DNA' of surfaces and solids
Computer-Aided Design
IEEE Transactions on Information Theory
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Mesh editing is a time-consuming and error prone process when changes must be manually applied to repeated structures in the mesh. Since mesh design is a major bottleneck in the creation of computer games and animation, simplifying the process of mesh editing is an important problem. We propose a fast and accurate method for performing region matching which is based on the manifold harmonics transform. We then demonstrate this matching method in the context of nonlocal mesh editing - propagating mesh editing operations from a single source region to multiple target regions which may be arbitrarily far away. This contribution will lead to more efficient methods of mesh editing and character design.