Thread: Completely Automatic Mesh Morphing Algorithm

  1. #1
    Registered User Zeeshan's Avatar
    Join Date
    Oct 2001
    Location
    London, United Kingdom
    Posts
    226

    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.

    Thanks a lot in advance.

    Zeeshan

  2. #2
    l'Anziano DavidP's Avatar
    Join Date
    Aug 2001
    Location
    Plano, Texas, United States
    Posts
    2,743
    I've never done any of this...but it seems to me that a large part of the solution would simply be interpolation.
    My Website

    "Circular logic is good because it is."

  3. #3
    Registered User
    Join Date
    Feb 2008
    Location
    Rochester, NY
    Posts
    27
    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. #4
    Registered User Zeeshan's Avatar
    Join Date
    Oct 2001
    Location
    London, United Kingdom
    Posts
    226
    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. #5
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    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. #6
    Registered User Zeeshan's Avatar
    Join Date
    Oct 2001
    Location
    London, United Kingdom
    Posts
    226
    Okay, thanks a lot for your replies.

Popular pages Recent additions subscribe to a feed

Similar Threads

  1. Implement of a Fast Time Series Evaluation Algorithm
    By BiGreat in forum C Programming
    Replies: 7
    Last Post: 12-04-2007, 02:30 AM
  2. Mesh Release() Problem
    By Morgul in forum Game Programming
    Replies: 6
    Last Post: 03-07-2006, 02:50 PM
  3. Binary Search Trees Part III
    By Prelude in forum A Brief History of Cprogramming.com
    Replies: 16
    Last Post: 10-02-2004, 03:00 PM
  4. Request for comments
    By Prelude in forum A Brief History of Cprogramming.com
    Replies: 15
    Last Post: 01-02-2004, 10:33 AM