Implementing As-Rigid-As-Possible Shape Manipulation and Surface Flattening
Takeo Igarashi, Yuki Igarashi
In Journal of Graphics, GPU, and Game Tools, 14(1), 2009.
Abstract: This article provides a description of an "as-rigid-as-possible shape manipulation" implementation that is clearer and easier to understand than the original. While the original paper used triangle-based representation, we use edgebased representation to simplify the coding. We also extend the original algorithm to allow the user to place handles on arbitrary positions of the mesh. In addition, we show that the same algorithm can be used for surface flattening with quality and performance comparable to popular flattening methods.
@article{Igarashi:2009:IAS,
author = {Takeo Igarashi and Yuki Igarashi},
title = {Implementing As-Rigid-As-Possible Shape Manipulation and Surface Flattening},
journal = {Journal of Graphics, GPU, and Game Tools},
volume = {14},
number = {1},
pages = {17--30},
year = {2009},
}
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