Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Cut and paste based modeling with boundary features
SMA '93 Proceedings on the second ACM symposium on Solid modeling and applications
An implicit surface polygonizer
Graphics gems IV
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the conference on Graphics interface '97
Interactive mesh fusion based on local 3D metamorphosis
Proceedings of the 1999 conference on Graphics interface '99
Cut-and-paste editing of multiresolution surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Level set surface editing operators
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Metamorphosis of Arbitrary Triangular Meshes
IEEE Computer Graphics and Applications
Geometric Modelling
Multi-level partition of unity implicits
ACM SIGGRAPH 2003 Papers
SMI '01 Proceedings of the International Conference on Shape Modeling & Applications
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Cut-and-paste operation for 3D models is a new geometry modelling method by examples. The method constructs a new model from two or more existed models by cutting some useful parts from source models and pasting to target model. A novel cut-and-paste algorithm for mesh models based on implicit surface Boolean operations is proposed. The algorithm composes of following steps: Firstly, cut part of mesh from source model and align it with the target model. Secondly, convert the two mesh models into point models and convert the point models into implicit surfaces with RBF interpolation. Thirdly, merge the two implicit surfaces by union operation. And finally, polygonize the implicit surface. Then the final new mesh model is obtained. Because the two elements of Boolean operation are not mesh models, it can avoid complex and time consume intersection calculations of facets and edges. The experiments show that good results can be obtained with the algorithm. The approach can be used to create special and exaggerated models for computer animation.