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As-rigid-as-possible shape manipulation

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TLDR
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 and uses quadratic error metrics so that each minimization problem becomes a system of linear equations.
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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Journal ArticleDOI

Principal warps: thin-plate splines and the decomposition of deformations

TL;DR: The decomposition of deformations by principal warps is demonstrated and the method is extended to deal with curving edges between landmarks to aid the extraction of features for analysis, comparison, and diagnosis of biological and medical images.
Book ChapterDOI

Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator

TL;DR: Triangle as discussed by the authors is a robust implementation of two-dimensional constrained Delaunay triangulation and Ruppert's Delaunayer refinement algorithm for quality mesh generation, and it is shown that the problem of triangulating a planar straight line graph (PSLG) without introducing new small angles is impossible for some PSLGs.
Proceedings ArticleDOI

Laplacian surface editing

TL;DR: In this paper, the Laplacian of the mesh is enhanced to be invariant to locally linearized rigid transformations and scaling, which can be used to perform surface editing at interactive rates.
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Feature-based image metamorphosis

TL;DR: 2.1 Conventional Metamorphosis Techniques Mc[:ml(wpht)iii twlween lWo or mor’c imafys (wer lime i) u uwi’ul \ i~u;ii tcchniquc.
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Deformation transfer for triangle meshes

TL;DR: This paper demonstrates the method offormation transfer by retargeting full body key poses, applying scanned facial deformations onto a digital character, and remapping rigid and non-rigid animation sequences from one mesh onto another.