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Unformatted text preview: CS 551/651 Advanced Computer Graphics Warping and Morphing Spring 2002 Deforming Objects • Changing an object’s shape – Usually refers to nonsimulated algorithms – Usually relies on user guidance • Easiest when shape number of faces and vertices is preserved – Define the movements of vertices Moving Vertices • Time consuming to define the trajectory through space of all vertices • Instead, control a few seed vertices which in turn affect nearby vertices Defining Vertex Functions • If vertex i is displaced by (x, y, z) units – Displace each neighbor, j , of i by • (x, y, z) * f (i, j) • f (i,j) is typically a function of distance – Euclidean distance – Number of edges from i to j – Distance along surface Vertex Displacement Function • i is the (shortest) number of edges between i and j • n is the max number of edges affected • ( k =0) = linear; ( k <0) = rigid; ( k >0) = elastic • Figure 3.55 ; 1 . 1 ) ( ; 1 . 1 ) ( 1 1 < + = ≥ + = + + k n i i f k n i i f k k 2D Grid Deformation • 1974 film “ Hunger ” • Draw object on grid • Deform grid points • Use bilinear interpolation to recompute vertex positions on deformed grid • Draw example on board • Figure 3.57 Polyline Deformation • Draw a piecewise linear line (polyline) through the geometry • For each vertex compute...
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This note was uploaded on 01/23/2012 for the course CS 551 taught by Professor Staff during the Fall '10 term at Syracuse.
 Fall '10
 Staff
 Algorithms, Computer Graphics

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