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PAPER

Dynamic and Adaptive Morphing of Three-Dimensional Mesh

Using Control Maps

Tong-Yee LEE†a)and Chien-Chi HUANG, Nonmembers

SUMMARY This paper describes a dynamic and adaptive scheme for three-dimensional mesh morphing. Using several control maps, the con-nectivity of intermediate meshes is dynamically changing and the mesh ver-tices are adaptively modified. The 2D control maps in parametric space that include curvature map, area deformation map and distance map, are used to schedule the inserting and deleting vertices in each frame. Then, the po-sitions of vertices are adaptively moved to better popo-sitions using weighted centroidal voronoi diagram (WCVD) and a Delaunay triangulation is fi-nally used to determine the connectivity of mesh. In contrast to most pre-vious work, the intermediate mesh connectivity gradually changes and is much less complicated. We demonstrate several examples of aesthetically pleasing morphs created by the proposed method.

key words: morphing, mesh connectivity, control maps, weighted cen-troidal voronoi diagram (WCVD)

1. Introduction

Three-dimensional mesh morphing is a powerful technique to create a shape transformation between two or more exist-ing three-dimensional models. This technique has numer-ous applications ranging from modeling to the generation of animation sequences for the game design and movie indus-try. Basically, most 3D mesh morphing methods consist of two steps: 1) establishing correspondence and 2) interpo-lating intermediate meshes. The correspondence establish-ment step computes the mapping for each vertex of a source mesh to a vertex of a target mesh. The interpolation step de-termines the trajectories for all corresponding vertices. A very thorough survey of the previous works on 3D mesh morphing can be found in [1]. In the literature, there are two popular approaches available: merging and re-meshing. The merging approach generates a common mesh for the entire morphing sequence by overlaying source mesh with target mesh. The re-meshing approach generates a com-mon mesh using refinement operators as known from sub-division surfaces. Therefore, both approaches have consis-tent mesh connectivity for the entire morphing sequence. In this manner, the size of intermediate mesh is always very tremendous. Recently, we propose a novel solution to this problem [2]. We do not need merging and re-meshing. This novel approach utilizes three primitive operations, namely

Manuscript received September 6, 2004.

The authors are with the Computer Graphics Group in Visual

System Laboratory at Department of Computer Science and In-formation Engineering, National Cheng Kung University, Tainan, Taiwan.

This paper is supported by the National Science Council,

Taiwan, under contract No. NSC-93-2213-E-006-026. a) E-mail: tonylee@mail.ncku.edu.tw

DOI: 10.1093/ietisy/e88–d.3.646

vertex split, vertex removal and edge swap to gradually transform the connectivity from the source model into the target model. Therefore, there is no need of common mesh connectivity. However, this novel approach is very compli-cated and not easy for implementation. In this paper, the proposed scheme does not require a common mesh, either. In contrast to our previous work [2], this new approach is more intuitive and much easier to implement. Designers can easily include new strategies to control maps and thus new extensions can be easily made in their development time. However, this new method and our recent work share the same advantage over most previous approaches in term of the complexity of mesh connectivity. In the following, we survey the most related works on 3D mesh morphing. For other interesting works, please refer to [1]–[3].

Usually, the merging approach decomposes models into several corresponding patches. All paired patches are aligned by features first and then are overlaid to generate a merged mesh. For simplicity, the overlay is always per-formed on a 2D parametric domain. Therefore, it is required to parameterize each 3D mesh patch onto a 2D embedding. The 2D overlay problem is well known in computational geometry and several optimal algorithms are available [4]. However, the mesh overlay usually produces many times as many triangles and vertices as the input models [3], [5]– [9]. Kanai et al. [8] decompose models into corresponding patches using their approximate shortest path algorithm and employ a harmonic mapping scheme to parameterize each patch before merging. Gregory et al. [5] describe a control-mesh method to dissect models and propose a greedy area-preserving mapping to parameterize each patch. Later, several related approaches further propose improvements over [5], [8] in many respects such as feature alignments for better correspondence [3], [6], [7], optimal mesh merg-ing [3], [7] and alternative patch topology such as cylinder-like patches instead of disk-cylinder-like ones [6], [9]. Manually par-titioning [3], [5], [6], [8] models is not an easy task for an-imators. Shlafman et al. [9] describe an automatic method of dissecting models for morphing applications. Recently, Zhao et al. [10] present a component-based morphing frame-work that enhances user control through the whole morph-ing process. Furthermore, the manual effort of partitionmorph-ing models is alleviated by their component-based approach. In addition, Lee et al. [11] utilize their MAPS scheme to gener-ate coarse models. The correspondence of the finer models is computed by going through the coarse models and MAPS algorithm.

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Alternatively, Michikawa et al. [12] and Praun et al. [13] utilize re-meshing technique for mesh morphing. To establish a common morph mesh, the re-meshing technique usually requires patches to be parameterized and a surface-fitting task to be performed. Alexa [1] points out that the re-meshing approach is more attractive for mesh morphing than the merging approach. However, in particular, for sharp features, the advantage can be significantly reduced since the re-meshing can require a great number of refinements to achieve the desired accuracy.

Both merging and re-meshing techniques have the same problem of producing an intermediate mesh with tremendous size. In this paper, the main contribution is a new approach to solve this problem. In term of complex-ity such as vertices and faces, the proposed method gen-erates much simpler intermediate meshes than both merg-ing and re-meshmerg-ing schemes. Furthermore, this new ap-proach is very intuitive and easy to implement. Designers can easily include new strategies in the proposed framework and thus new extensions can be easily made in their devel-opment time. The proposed approach utilizes the idea of control maps [14] to dynamically and adaptively change the connectivity of intermediate meshes. The control maps are defined in 2D parametric domain and are used to sched-ule vertices insertion and removal. Furthermore, the posi-tions of vertices can be adaptively changed using weighted centroidal voronoi diagram (WCVD) [15] based on control maps. The rest of our paper is organized as follows. Sec-tion 2 overviews the proposed system framework. The pro-posed techniques are presented in Sect. 3. The propro-posed schemes are experimentally evaluated in Sect. 4. The con-clusion and future work are presented in Sect. 5.

2. System Overview

The system overview of the proposed approach is shown in Fig. 1. This approach consists of six steps: 1) models are manually partitioned into paired patches by the anima-tors, 2) each 3D surface patch is parameterized onto a 2D square embedding, 3) extra feature vertices are selected to align the features within corresponding embeddings, 4) and 5) control maps are used to determine the vertex positions in

Fig. 1 System overview.

the intermediate meshes, and 6) 2D Delaunay triangulation is finally used to determine the connectivity of intermedi-ate meshes and then the linear interpolation is performed to compute morphs. For steps 1∼ 3, most 3D mesh morphing methods are very similar and are well known in morphing literature. As a comparison study, we employ our previous method [3] for these three steps in this paper. Other meth-ods such as [5], [6], [8] can be easily integrated, too. The remaining 4∼ 6 steps are described in Sect. 3.

For the completeness, we briefly summarize 1 ∼ 3 steps used in [3] as follows. First, the animators select sev-eral corresponding vertex pairs on both input meshes to de-fine corresponding patch pairs. Then, the input models are automatically dissected as an example shown in Fig. 2 (left). Second, we parameterize each patch onto a square embed-ding using a relaxation-based method. Lee et al. [3] utilize the following equation to relax a non-boundary vertex pi.

pi= (1 − λ)pi+ λ Ci j=1(ωjpj) Ni j=1ωj (1)

In Eq. (1), pjis pi’s 1-ring neighbor,ωjis weight andλ

is a constant to control relaxation speed, Ciis the number of

pi’s 1-ring neighbors. Equation (1) can be become a linear

sparse system and solved efficiently by a biconjugate gra-dient method. Figure 2 (right) shows an example of patch parameterization using Eq. (1). Third, for better vertex cor-respondence within each embedding pair, several extra fea-ture vertices are specified and a weighted radial basis warp-ing function is employed. Figure 3 (left) shows three fea-ture vertices on a corresponding patch pair and Fig. 3 (right)

Fig. 2 Left: Two inputs are partitioned into two different patch pairs and each pair is displayed using different colors. Right: the paired patches (i.e., blue color) are parameterized onto two square embeddings. Note features such as eyes are not well aligned in this pair.

Fig. 3 Left: three extra points (red color) are selected on the correspond-ing patches. Right: two correspondcorrespond-ing embeddcorrespond-ings after feature align-ments. Note that the feature alignment (i.e., eyes and nose) is better than Fig. 2 (right).

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shows an example of an aligned embedding pair after warp-ing.

3. Dynamic and Adaptive Control

Once a surface parameterization is found, Alliez et al. [14] compute several scalar maps to serve as a complete substi-tute for the input geometry. These maps can be easily com-bined to interactively control the sampling of geometry re-meshing. In this paper, we borrow the idea of control maps and apply this idea to the morphing applications. With this novel application, we solve the problem occurred in merging and re-meshing morphing approaches.

3.1 Control Maps

For our morphing application, we compute three control maps. Of course, other additional maps such as normal, col-ors can be also created if necessary.

Curvature maps: Once a surface parameterization is found,

we can easily find a corresponding curvature map in the 2D parameterization like [14]. Figure 4 (a) shows an example of a man head in Fig. 10 and its mean curvature map. For a better contrast, the control map is visualized using gray color.

Area deformation maps: Once two corresponding patches

are parameterized and aligned, we know where a vertex vi

on a source embedding is mapped onto a target embedding. First, we compute the sum of 1-ring triangle’s surface area of viin 3D and this area sum is denoted as ASi. Second, for

each viand its 1-ring neighbors, we can find all their

corre-spondences on the target embedding. Similarly, on the tar-get embedding, we compute corresponding area sum in 3D termed as AT

i. To create a piecewise constant map

indicat-ing how an area is deformed, we compute the ratio AT i/A

S i

for each viand we store all ratio information in the area

de-formation map. If the ratio value becomes larger, it implies that the surface area is increasing or expanding in the entire morphing sequence. Therefore, we had better increase sam-plings in this area to avoid underestimated change in shape. On the other hand, we need to reduce its sampling density if this area is shrunk to avoid overestimated change in shape. The area deformation maps are different from area distortion maps in [14] that indicate how each triangle has been shrunk or expanded during surface parameterization. Figure 4 (b) shows an example of a man head and its deformation map using embeddings from child and man heads in Fig. 10. In this figure, the darker area indicates the larger ratio value on

(a) (b)

Fig. 4 Curvature map (a) and area deformation map (b) for a man head model.

the deformation map. We create two area deformation maps for each corresponding patch pair.

Distance maps: For each vertex vion a source embedding, we know its correspondence position vi on a target embed-ding. We can first compute their 3D distance and then nor-malize this distance. This nornor-malized value is stored on the distance map.

3.2 Scheduling Vertex Insertion and Removal

Our morphing approach gradually changes the mesh con-nectivity in the entire morphing sequence. Ideally, the fea-tures of two input meshes must be well maintained and be gradually transformed. The vertices of source model grad-ually disappear and the vertices of target model gradgrad-ually appear. We use the control maps to schedule an executing order for the vertex removal of source mesh and the vertex insertion of target mesh. Figure 5 (top row) shows an area deformation map and a distance map, as well as a composi-tion of the two maps using a per-pixel multiplicacomposi-tion. This map is used to indicate the amount of 3D shape deformation. Furthermore, we also take features into account by linearly combining it with the curvature map as shown in Fig. 5 (bot-tom row). This new composition map is denoted MS

v for a

source patch. Similarly, another map called MT

v is created

for a corresponding target patch.

Next, the source vertices are sorted according to MSv

in an increasing order and the target vertices are sorted ac-cording to MvT in a decreasing order. This arrangement

ensures that the feature vertices in the source model have higher preservation priorities and the features in the target have higher creation priorities. Assume that source vertices are sorted in an order of VS

1, V

S

2 . . . V

S

m and m is the

num-ber of vertices on a source patch. The proposed scheduling algorithm is described as follows. First, we calculate the summation, P=mi=1MS

v[ViS], where M S

v[ViS] is the value

of stored at the map MS

v corresponding to ViS. The

sum-mation P can be logically considered as the sumsum-mation of deformation. To generate N intermediate frames between the source and target meshes, denoted as f1, f2. . . fN, we

approximately divide source vertices into N vertex sets,

de-Fig. 5 On the top row, we compose distance and deformation maps us-ing a per-pixel multiplication. Then, this newly composed map is linearly merged with the curvature map into the final control map for determining the vertex insertion and removal on the bottom row.

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noted as S1, S2. . . SN. Let us initialize a variable sum to

be zero. We determine the vertex sets starting from S1 by

adding MS

v[ViS] into sum in an order of V S 1, V S 2 . . . V S m

one-vertex by one-one-vertex until sum reaches a bound P/N for each vertex set. Then, we determine the next vertex set and let sum be zero again. Once a vertex is assigned, it will not be assigned to other vertex sets. This process is continued until all VS

i are assigned. To generate f1, f2. . . fN, starting

from S1 to SN, we remove all vertices belonging to Sn at

frame fn. In the same manner, we schedule the target

ver-tices V1T, V2T. . . VmTto appear in f1, f2. . . fN, where mis the

number of target vertices. Using the above scheduling ap-proach, the most salient feature vertices (i.e., with a large deformation or curvature) of source model will last until the end of morphing. On the other hand, the most salient target vertices will start to appear in the beginning of the morph-ing. Therefore, both features of input models are always preserved in the morphing sequence.

3.3 Adaptive Determination of Vertex Positions

We create a temporary parameterization map called Mworking

that contains all vertices information on MS

v. In the

morph-ing sequence, vertices VS

1, V

S

2 . . . V

S

mare gradually removed

from Mworking and simultaneously vertices V1T, V

T

2 . . . V

T m

are gradually inserted into Mworkingaccording the proposed

scheduling policy in Sect. 3.2. To compute each frame fn,

we execute a 2D Delaunay triangulation over those vertices on Mworking. The Delaunay triangulation determines the

con-nectivity of each intermediate mesh. Thereafter, for all ver-tices on Mworking, we can easily compute their corresponding

3D vertex coordinates using MS

v and MTv parameterization

information, and barycentric mapping. To adaptively move vertex positions, we use an additional control map called

MIt v where M It v = (1 − t) ∗ MvS + t ∗ M T v by a

pixel-by-pixel linear intensity interpolation and 0 ≤ t ≤ 1. We use weights stored in MIt

v to adaptively move vertex positions on

Mworking. Instead of using a half-toning technique [14], we

use a weighted centroidal voronoi diagram (WCVD) [15] to move vertices due to the easier control of the number of tices than half-toning [14]. Given an exact number of ver-tices, we can use WCVD to distribute these given vertices according to weights on MIt

v. Figure 6 shows a sequence of

Fig. 6 A sequence of control maps MIt

v for the morphing from a child to

man head.

control maps MIt

v and Fig. 7 shows a pseudo code of WCVD.

Using WCVD method, each site represents an vertex on the control map. From the sequence of Fig. 6, we can see the 2D map MIt

v is gradually changing from MVS (i.e.,

child) to MTV(i.e., man). Therefore, we can expect the

corre-spondicng 3D meshes are gradually transformed in the smil-iar manner. Figure 8 shows an example of using WCVD to move vertices. In this figure, the darker intesity areas are sampled denser than the lighter intensity areas. In particu-lar, after WCVD, the more number of vertices is moved to the nose area. The core of this WCVD is to compute voronoi diagram. In the current implementation, we use [16] to fast compute voronoi diagram.

Features and boundary: For input meshes, some feature

vertices may be important to be preserved (i.e., can not be moved by WCVD). These feature vetices are manually se-lected. In addition, for maintaining consistent boundary among patches, we add some additional vertices along the boundary of the contol maps. These vetrices are static and will not be moved by WCVD, either.

3.4 Intermediate Mesh Creation and Interpolation Once the vertices on the Mworkingare deteremined, we

per-form a 2D contrained Delaunay triangulation [17] over these vertices. This mesh triangulation determines the connec-tivity of intermediate mesh at a time t. For each vertex v on Mworking, we know its corresponding vertices (i.e., vS

and vT) on both source and target 2D parameteric

embed-dings. The vetrices vS and vTare then mapped into 3D using barycentric mapping. Then, we linearly interpolate them in 3D and obtain a 3D vertex coordinate of the intermediate mesh at t.

Edge Constraints: In addition to feature vertices, we

Fig. 7 Pseudo code of weighted centrodial voroni diagram (WCVD).

(a) (b) (c)

Fig. 8 (a) vertices on Mworkingbefore WCVD; (b) control map MvIt; (c)

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also allow the user to select several feature edges as con-straints for preserving origninal edge features on both mod-els. An example is shown in Fig. 9 for presevring the mouth edges of a child head.

4. Experimental Results and Analysis

We implemented the proposed approach and performed ex-periments on a PC with a Intel Pentium IV 2.2 GHz and 256 MB RAM. We experimentally compare the proposed approach with our previous work [3] in Figs. 10 and 11. For these two examples, we list some experimental statis-tics in Table 1 for quantitive comparsion between the pro-posed work with [3]. These two examples were used in [3]. The number of traingles is much smaller using the posed method than that generated by [3]. Using the pro-posed method, the number of traingles varies from frame to frame. However, using [3], the number of triangles is fixed, i.e., 17138 and 57844 for all morphing meshes in child-man and cow-pig morphing examples, resepctively. These num-bers are about 5 ∼ 15 times of those using our method. In terms of the visual apperance, there is not too much differ-ence between two methods. Figures 12 (a) and (b) shows two additional examples created by the proposed method. Uisng [3], the number of triangles is 44670 and 43531 for Figs. 12 (a) and (b).

Finally, we should comment on the execution timings of the proposed method. On the average, the cost of deter-mining vertex insertion or removal is very insignificant, i.e., less than 1 second per frame. The cost of WCVD ranges from 1 to 1.5 seconds per frame. The triangulation cost is various from 0.5 to 1.2 seconds per frame. These three tasks are executed per frame. This performance allows the animators to interactively create their morphing sequences. During the morphing sequence, the animators can freely add extra vertices and edges constraints to maintain desired fea-tures. All figures with color and larger size are available at:

Fig. 9 Left: several feature edges are selected. Middle: Delaunay tri-angulation with edge constraints. Right: tritri-angulation without edge con-straints.

Table 1 Experimental statistics.

Keyframe # 1 2 3 4 5 6 7 8 9 Fig. 11 (a) 1148 3120 3907 4459 4899 4633 4781 4741 4697 Fig. 11 (b) 5803 10851 11804 12193 11511 9067 8353 8012 7546 Fig. 12 (a) 7964 10457 11612 12190 8410 8213 7923 7647 6393 Fig. 12 (b) 7052 10124 11431 12275 9186 8854 8610 8390 7364 http://couger.csie.ncku.edu.tw/˜vr/ieice/morph.htm

5. Conclusion and Future Work

We presented a new approach for generating a 3D mesh morphing. Using several control maps, the connectivity of intermediate meshes is dynamically changing and the mesh

(a) (b)

Fig. 10 Two morphing examples (a) child-man and (b) cow-pig.

(a) (b)

(c) (d)

Fig. 11 Wire-frame comparisons for two examples in Fig. 10. (a): by the proposed method. (b): by [3]. (c): by the proposed method. (d): by [3].

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vertices are adaptively modified. In contrast to traditional merging and re-meshing approaches, our approach is more promising and reasonable than other approaches in term of geometry complexity, i.e., vertices and faces. This new ap-proach allows the user to interactively create aesthetically pleasing morphs. Many potential works can be done in near future. For example, in the current implementation, we do not optimize triangle quality such as regularity and face as-pect ratio after a constrained Delaunay triangulation. In addition, we do not take spatial coherence into account as we independently triangulate the consecutive intermediate meshes.

References

[1] M. Alexa, “Mesh morphing,” STAR: State of the Art Report, EUROGRAPHICS, 2001.

[2] C.H. Lin and T.Y. Lee, “Metamorphosis of 3d polyhedral models using progressive connectivity transformations,” IEEE Trans. Vis. Comput. Graphics, vol.11, no.1, pp.2–12, Jan. – Feb. 2005. [3] T.Y. Lee and P.H. Hung, “Fast and intuitive metamorphosis of 3d

polyhedral models using smcc mesh merging scheme,” IEEE Trans. Vis. Comput. Graphics, vol.9, no.1, pp.85–98, 2003.

[4] U. Finke and A. Hinrichs, “Overlaying simply connected planar sub-divisions in linear time,” 11th Annual Symposium on Computational Geometry, pp.110–126, June 1995.

[5] A. Gregory, A. State, M. Lin, D. Manocha, and M. Livingston, “In-teractive surface decomposition for polyhedral morphing,” The Vi-sual Computer, vol.15, no.9, pp.453–470, 1999.

[6] M. Zockler, D. Stalling, and H.C. Hege, “Fast and intuitive genera-tion of geometric shape transigenera-tions,” The Visual Computer, vol.16, no.5, pp.241–253, 2000.

[7] M. Alexa, “Merging polyhedral shapes with scattered features,” The Visual Computer, vol.16, no.1, pp.26–37, 2000.

[8] T. Kanai, H. Suzuki, and F. Kimura, “Metamorphosis of arbitrary triangular meshes,” IEEE Comput. Graph. Appl., pp.62–75, 2000. [9] S. Shlafman, A. Tal, and S. Katz, “Metamorphosis of polyhedral

sur-faces using decomposition,” Comput. Graph. Forum, vol.21, no.3, pp.219–228, 2002.

[10] Y. Zhao, H.Y. Ong, T.S. Tan, and Y. Xiao, “Interactive control of component-based morphing,” Proc. 2003 ACM SIGGRAPH/ Eurographics Symposium on Computer animation, pp.339–348, Eu-rographics Association, 2003.

[11] A.W.F. Lee, D. Dobkin, W. Sweldens, and P. Schr¨oder, “Multires-olution mesh morphing,” Proc. 26th Annual Conference on Com-puter Graphics and Interactive Techniques, pp.343–350, ACM Press/ Addison-Wesley Publishing, 1999.

[12] T. Michikawa, T. Kanai, M. Fujita, and H. Chiyokura, “Multireso-lution interpolation meshes,” Proc. 9th Pacific Conference on Com-puter Graphics and Applications, pp.60–69, IEEE ComCom-puter Soci-ety, 2001.

[13] E. Praun, W. Sweldens, and P. Schr¨oder, “Consistent mesh param-eterizations,” Proc. 28th Annual Conference on Computer Graphics and Interactive Techniques, pp.179–184, ACM Press, 2001. [14] P. Alliez, M. Meyer, and M. Desbrun, “Interactive geometry

remesh-ing,” Proc. 29th Annual Conference on Computer Graphics and In-teractive Techniques, pp.347–354, ACM Press, 2002.

[15] A. Secord, “Weighted voronoi stippling,” Proc. 2nd Interna-tional Symposium on Non-photorealistic Animation and Rendering, pp.37–43, ACM Press, 2002.

[16] I. Kenneth, E. Hoff, J. Keyser, M. Lin, D. Manocha, and T. Culver, “Fast computation of generalized voronoi diagrams using graphics hardware,” Proc. 26th Annual Conference on Computer Graphics and Interactive Techniques, pp.277–286, 1999.

[17] Shewchuk, “Triangle: Engineering a 2D quality mesh generator and

delaunay triangulator,” WACG: 1st Workshop on Applied Computa-tional Geometry: Towards Geometric Engineering, WACG, LNCS, 1996.

Tong-Yee Lee received the BS degree in computer engineering from Tatung Institute of Technology in Taipei, Taiwan, in 1988, the MS degree in computer engineering from National Taiwan University in 1990, and the Ph.D. de-gree in computer engineering from Washington State University, Pullman, in May 1995. He is a professor in the Department of Computer Sci-ence and Information Engineering at National Cheng-Kung University in Tainan, Taiwan. He serves as a guest associate editor for IEEE Transactions on Information Technology in Biomedicine from 2000 to 2005. His current research interests include computer graphics, image-based rendering, visualization, virtual reality, distributed and collaborative virtual environment.

Chien-Chi Huang received B.S. Degree from the Department of Computer Science and Information Engineering, TamKang University, Taipei, Taiwan, in 2001, and M.S. Degree from the Department of Computer Science and Infor-mation Engineering, National Cheng-Kung Uni-versity, Tainan, Taiwan, in 2003. His research interests include computer graphics, computer vision and image processing.

數據

Fig. 1 System overview.
Fig. 4 Curvature map (a) and area deformation map (b) for a man head model.
Fig. 7 Pseudo code of weighted centrodial voroni diagram (WCVD).
Table 1 Experimental statistics.

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