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To be continued...
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Geometric Modeling and Animation
Attracted by facial modeling and animation, I scanned my own face (with VIVID910) to get a 3D facial mesh model.
Implemented quasi-conformal parameterization on the mesh. Users are allowed to manually select corresponding
feature points between images and 3D models for texture mapping. I developed a hybrid program(C++ and Matlab)
with GUI for great performance through user interactions.
After reading many SIGGRAPH courses and papers, I went on to explore intuitive ways for users to edit polygonal models.
In this application, users can create expected deformations by simply dragging a local region on the model.
Parameters like Region of Interest, Real-time Deformation are provided for better control. The platform implemented
methods in [Differential Coordinates for Interactive Mesh Editing] and was based on Open Mesh;
TAUCS was used for solving sparse linear systems.