Learn More
We show how spectral methods may be applied to 3D mesh data to obtain compact representations. This is achieved by projecting the mesh geometry onto an orthonormal basis derived from the mesh topology. To reduce complexity, the mesh is partitioned into a number of balanced submeshes with minimal interaction, each of which are compressed independently. Our(More)
(a) ASAP (b) ARAP (c) LABF (d) IC (e) CP Figure 1: Parameterization of the Gargoyle model using (a) our As-Similar-As-Possible (ASAP) procedure, (b) As-Rigid-As-Possible (ARAP) procedure, (c) Linear ABF [ZLS07], (d) inverse curvature approach [YKL*08], and (e) curvature prescription approach [BCGB08]. The pink lines are the seams of the closed mesh when cut(More)
Parameterization of 3D mesh data is important for many graphics applications, in particular for texture mapping, remeshing and morphing. Closed manifold genus-0 meshes are topologically equivalent to a sphere, hence this is the natural parameter domain for them. Parameterizing a triangle mesh onto the sphere means assigning a 3D position on the unit sphere(More)
We present a new technique for passive and markerless facial performance capture based on <i>anchor frames</i>. Our method starts with high resolution per-frame geometry acquisition using state-of-the-art stereo reconstruction, and proceeds to establish a single triangle mesh that is propagated through the entire performance. Leveraging the fact that facial(More)
We present a method for naturally and continuously morphing two simple planar polygons with corresponding vertices in a manner that guarantees that the intermediate polygons are also simple. This contrasts with all existing polygon morphing schemes who cannot guarantee the non-self-intersection property on a global scale, due to the heuristics they employ.(More)
We investigate architechural schemes, generalizing that of existing graphics engines, supporting fast rendering of traingle meshes. A mesh defined on <italic>n</italic> vertices is rendered by sending vertices down a graphics pipeline, after which they are pushed on a stack to by popped when no longer needed. Only individual traingles whose vertices are(More)
We describe an efficient algorithm for coding the connectivity information of general polygon meshes. In contrast to most existing algorithms which are suitable only for triangular meshes, and pay a penalty for treatment of nontriangular faces, this algorithm codes the connectivity information in a direct manner. Our treatment of the special case of(More)