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As-rigid-as-possible shape manipulation

机译:尽可能严格的形状处理

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We present an interactive system that lets a user move and deform a two-dimensional shape without manually establishing a skeleton or freeform deformation (FFD) domain beforehand. The shape is represented by a triangle mesh and the user moves several vertices of the mesh as constrained handles. The system then computes the positions of the remaining free vertices by minimizing the distortion of each triangle. While physically based simulation or iterative refinement can also be used for this purpose, they tend to be slow. We present a two-step closed-form algorithm that achieves real-time interaction. The first step finds an appropriate rotation for each triangle and the second step adjusts its scale. The key idea is to use quadratic error metrics so that each minimization problem becomes a system of linear equations. After solving the simultaneous equations at the beginning of interaction, we can quickly find the positions of free vertices during interactive manipulation. Our approach successfully conveys a sense of rigidity of the shape, which is difficult in space-warp approaches. With a multiple-point input device, even beginners can easily move, rotate, and deform shapes at will.
机译:我们提出了一个交互式系统,该系统允许用户移动和变形二维形状,而无需事先手动建立骨架或自由变形(FFD)域。形状由三角形网格表示,用户将网格的多个顶点作为约束手柄进行移动。然后,系统通过最小化每个三角形的变形来计算剩余自由顶点的位置。尽管基于物理的仿真或迭代优化也可以用于此目的,但它们往往很慢。我们提出了一种两步闭合形式的算法,可以实现实时交互。第一步为每个三角形找到合适的旋转,第二步调整其比例。关键思想是使用二次误差度量,以便使每个最小化问题成为线性方程组。在交互开始时求解联立方程后,我们可以在交互操作期间快速找到自由顶点的位置。我们的方法成功地传达了形状的刚度,这在空间扭曲方法中很难做到。使用多点输入设备,即使是初学者也可以轻松地随意移动,旋转和变形形状。

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