We propose a new multiresolution-based shape representation for 3D mesh morphing. Our approach does not use combination operations that caused some serious problems in the past approaches for mesh morphing. Therefore, we can calculate a hierarchical interpolation mesh robustly using two types of subdivision fitting scheme. Our new representation has a hierarchical semi-regular mesh structure based on subdivision connectivity. This leads to various advantages including the efficient data storage, easy acquisition of an interpolation mesh with arbitrary subdivision level. We also demonstrate several new features for 3D morphing using multiresolution interpolation meshes.
Papers
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Takashi Michikawa, Takashi Kanai, Masahiro Fujita, Hiroaki Chiyokura: “Multiresolution Interpolation Meshes”, Proc. 9th Pacific Graphics International Conference (Pacific Graphics 2001), pp.60-69, IEEE CS Press, Los Alamitos, CA, October 2001.
[Adobe PDF (424 KB)]
Software
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mimesh-1.0.zip(3,476KB)
(To install this software, simply unzip the above file into any folder; then you can directly run the executable “mimesh.exe”. For instructions and notes, please see the “readme.txt” file. This demo runs only with the specific graphics cards (e.g., nVIDIA GeForce series) implementing OpenGL GL_ARB_multitexture function.)
Movies
- Interpolation control using MIMesh (Figure 10)
- linear interpolation(AVI, 200×200 1,433KB)
- bezier interpolation(AVI, 200×200 1,523KB)
- Multi-target Morphing (Figure 11)
- multi(AVI, 200×200 1,471KB)