Geometric primitives based deformation techniques for arbitrary meshes

  • Authors:
  • Leilei Li;Sanyuan Zhang;Xinyu Zhang;Xiuzi Ye

  • Affiliations:
  • Zhejiang University, China;Zhejiang University, China;Zhejiang University, China;Zhejiang University, China

  • Venue:
  • VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
  • Year:
  • 2004

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Abstract

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.