Abstract
Planar shape morphing methods offer solutions to blend two shapes with different silhouettes. A naive method to solve the shape morphing problem is to linearly interpolate the coordinates of each corresponding vertex pair between the source and the target polygons. However, simple linear interpolation sometimes creates intermediate polygons that contain self-intersection, resulting in geometrically incorrect transformations.
Computing compatible triangulations has successfully created smooth transformations for two different shapes. Such a process calculates the one-to-one mapping between the source and target polygons. Previous methods for building compatible triangulation usually map the source and target polygons onto a convex domain, or employ the divide-and-conquer algorithm to keep partitioning them until each sub-polygon becomes a triangle.
We observed that the existing compatible triangulation approaches cannot well handle shapes with occlusion. Triangulation for shape with occlusion cannot distinguish overlapping body parts such that the transformations will generate artifacts. In this paper, we propose an efficient method for computing compatible triangulations of two simple polygons with occlusion enabled.
Original language | English |
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Publication status | Published - 10 Oct 2016 |
Event | Motion in Games 2016 - San Francisco Duration: 10 Oct 2016 → … |
Conference
Conference | Motion in Games 2016 |
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Period | 10/10/16 → … |