Interactive Multiresolution Mesh Editing

Denis Zorin       Peter Schröder       Wim Sweldens

Abstract, PostScript, and PDF files.

Images and captions:



Figure 1: Before the Armadillo started working out he was flabby, complete with a double chin. Now he exercises regularly. The original is on the right (courtesy Venkat Krischnamurthy). The edited version on the left illustrates large scale edits, such as his belly, and smaller scale edits such as his double chin; all edits were performed at about 5 frames per second on an Indigo R10000 Solid Impact.



Figure 2: What used to be a patch is best treated as a mesh when adding fine detail.



Figure 4: Subdivision describes a smooth surface as the limit of a sequence of refined polyhedra. The meshes show several levels of an adaptive Loop surface generated by our system (Dataset, courtesy Hugues Hoppe, University of Washington)



Figure 11: Analysis propagates the changes on finer levels to coarser levels, keeping the magnitude of details under control. Left: The initial mesh. Center: A simple edit on level 3. Right: The effect of the edit on level 2. A significant part of the change was absorbed by higher level details.




Figure 15: On the left are two meshes which are uniformly subdivided and consist of 11k (upper) and 9k (lower) triangles. On the right another pair of meshes mesh with approximately the same numbers of triangles. Upper and lower pairs of meshes are generated from the same original data but the right meshes were optimized through suitable choice of epsilon. See the color plates for a comparison between the two under shading.




Figure 17: Rendering of Figure 15.



Figure 16: It is easy to change epsilon locally. Here a lens was applied to the right eye of the Mannequin head with decreasing epsilon to force very fine resolution of the mesh around the eye.



Figure 18: Rendering of Figure 16.
Copyright © 1997 Denis Zorin, Peter Schröder, Wim Sweldens.