Feature-based Surface Decomposition for Correspondence and Morphing between Polyhedra Arthur D Gregory, Andrei State, Ming C Lin, Dinesh Manocha, Mark A Livingston University of North Carolina at Chapel Hill http://www.cs.unc.edu/~geom/3Dmorphing {gregory,andrei,lin,dm,livingst}@cs.unc.edu
Highlights Empower animators to create a visually pleasing morph Simple user interface General
Previous Work Kanai et al. [1997] DeCarlo and Gallier [1996] Galin and Akkouche [1996] Lazarus and Verroust [1994] Kent, Carlson, and Parent [1992] Kaul and Rossignac [1991] Wyvill [1990]
Overview Two Input Polyhedra Edit trajectories User Interpolate Morphing sequence Specify Correspondence Compute merged polyhedron
Correspondence Specification
Correspondence Computation Feature-Nets decompose input polyhedra into morphing patches For each corresponding Morphing Patch pair: map both onto a 2D polygon merge the vertex-edge graphs reconstruct the facets
Correspondence Computation A (Igloo) B (House)
Correspondence Computation Patch A Patch B Extremal Vertices
Mapping Patch A Patch B
Mapping Desiderata
Merging Patch A Patch B
Reconstruction
Completed Correspondence
Morphing Trajectory Specification
Analysis Computation time = O(K*[m+n]) K = max{log Q,Q} m = vertices in A n = vertices in B
Implementation Implemented in C++ Uses OpenGL and Tcl/Tk libraries for display and user interface. Interactive user interface on SGI and PC systems
Performance Models Igloo-House Triceratops-Human Human Heads Donut-Cup Triangles 82 40 5,660 17,528 3,426 4,020 4,096 8,452 Output Triangles Morphing Patches User Time Time to Compute Merged Polyhedron 214 97,900 32,520 61,701 10 86 67 50 ~5min ~6 hours ~3 hours ~4 hours <1sec 2.5min 30 sec 1 min
Ongoing Efforts Remove restriction that the chains of the feature net must lie on edges of the models Do not require the user to specify a connected feature net Provide better control of the model’s shape during the morph
Ongoing Efforts Remove restriction that models must be homeomorphic models can change topology during the morph Extend to include textured objects currently interpolate only normals and vertex color
System Architecture
Conclusion Empower animators to create a visually pleasing morph Simple user interface Compute correspondence through surface decomposition General