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As-rigid-as-possible shape manipulation

Published: 01 July 2005 Publication History
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  • Abstract

    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.

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    References

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    cover image ACM Conferences
    SIGGRAPH '05: ACM SIGGRAPH 2005 Papers
    July 2005
    826 pages
    ISBN:9781450378253
    DOI:10.1145/1186822
    • Editor:
    • Markus Gross
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    Publication History

    Published: 01 July 2005

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    Author Tags

    1. animation
    2. deformation
    3. image editing
    4. interaction
    5. mesh editing
    6. shape manipulation

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    SIGGRAPH '05 Paper Acceptance Rate 98 of 461 submissions, 21%;
    Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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