| DECAUDIN, P. Geometric Deformation by Merging a 3D-Object with a Simple Shape. In Graphics Interface '96, 55--60, May 1996. |
....representation on a finite grid. Since the grid is three dimensional, memory and computation costs can be prohibitive, limiting the visual fidelity of the results. The alternative is to work directly on boundary representations such as polygonal meshes or patch complexes. Methods for this approach [20, 27, 29, 22, 30, 33, 8, 9, 6, 17, 14] have to first solve the vertex correspondence problem, i.e. computing the association of vertices or triangles between the source mesh and the target mesh. Lazarus and Verroust identify this as the key problem and it forms the focus of our paper. Many approaches to the correspondence problem ....
DECAUDIN, P. Geometric Deformation by Merging a 3D-Object with a Simple Shape. In Graphics Interface '96, 55--60, May 1996.
....specifications, mathematical techniques should be used to compute the transformation for any point in the warping domain. Shape blending algorithms usually refer to techniques operating on a combinatorial representation. Most of the work done here has dealt with polygonal or polyhedral objects [18, 29, 31, 33, 24, 19, 9, 10, 6, 16]. The general method of these algorithms is to displace the vertices, edges and faces of S over time to coincide in position with the vertices, edges and faces of T . This usually requires solving the vertex correspondence problem, which determines which vertex travels to which vertex during the ....
P. Decaudin. Geometric deformation by merging a 3d-object with a simple shape. In Graphics Interface'96, pages 55--60, 1996.
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P. Decaudin, Geometric Deformation by Merging a 3D Object with a Simple Shape. Graphics Interface'96, p 55--60. Toronto, Canada, pp. 23-26 , 1996
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