Extended free-form deformation: a sculpturing tool for 3D geometric modeling
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Direct manipulation of free-form deformations
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Simple constrained deformations for geometric modeling and interactive design
ACM Transactions on Graphics (TOG) - Special issue on interactive sculpting
Hierarchical and variational geometric modeling with wavelets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Interactive multiresolution mesh editing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive multi-resolution modeling on arbitrary meshes
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Surface animation based on 2D editing
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Hi-index | 0.01 |
We present an approach to deform arbitrary meshes based on geometric primitives. The basic idea is to predefine a certain set of geometric primitives, such as points, curves, spheres, cubes and deform the specific areas of the objects aligning those of the given geometric primitives. In general, point and curve primitives are able to provide sharp corners and ridge features; sphere primitives are able to achieve smoothing effects and provide semi-sharp features; and cube primitives are able to handle sharp corners, sharp edges and flat faces with the corners, edges and faces of the cubes respectively. We used the Bézier-shaped displacement reference curves to determine the new position of the vertices on the deforming surfaces. The proposed approach is fast and robust, and can support real-time interactive mesh editing and handle arbitrary meshes thanks to re-sampling and subdivision operations.