# Completely Automatic Mesh Morphing Algorithm

This is a discussion on Completely Automatic Mesh Morphing Algorithm within the Game Programming forums, part of the General Programming Boards category; Hi, I need some algorithm (preferably with some paper) that describes a completely automatic mesh morphing/correspondence algorithm. I don't want ...

1. ## Completely Automatic Mesh Morphing Algorithm

Hi,

I need some algorithm (preferably with some paper) that describes a completely automatic mesh morphing/correspondence algorithm. I don't want any user interaction.

The quality of the morph needs not be very good. Basically I am trying to use morphing between a set of pre-stored 3D mesh models, to do some Robotic Vision; so its not really for animation and stuff....thus I can't allow any user input.

Zeeshan

2. I've never done any of this...but it seems to me that a large part of the solution would simply be interpolation.

3. Can't you just iterate over each of the vertices and then interpolate between the first mesh and the second based on time? This assumes each mesh has the same vertex count. That would most likely be the easiest.

Once you start getting into different vertex count I'd have to think about it a little longer.

So basically I just said the same thing David said...

4. The problem is that the meshes are in 3D. So I first have to establish CORRESPONDENCES between the meshes; this vertex maps to that, this face maps to that and so on....and then I can interpolate.

I need a correspondence algorithm that does not need any user input. I have seen many correspondence algorithms that do the job, but they all need the user to input a few corresponding vertices on both the meshes, so that the alignment of the models against each other becomes fixed. Once the correspondence is done, the interpolation shouldn't be much of a problem.

5. You don't have to do any correspondence. The connection between the vertices is their position x,y,z at time t1 and position x,y,z and time t2. If the mesh does not change the number of vertices in the morph then you have all the information you need. This boilds down to a simple linear interpolation from one position to another.

6. Okay, thanks a lot for your replies.