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The 3D volume morphing problem can be stated as follows. Given two
volumes and , henceforth called the source
and target volumes, we must produce a sequence of intermediate
volumes, the morphs, meeting the following two conditions:
- Realism:
- The morphs should be realistic objects which have
plausible 3D geometry and which retain the essential features of the
source and target.
- Smoothness:
- The renderings of the morphs must depict a smooth
transition from to .
From the former condition stems the major challenge in designing a 3D
morphing system: as automatic feature recognition and matching have
yet to equal human perception, user input is crucial in defining the
transformation of the objects. The challenge for the designer of a 3D
morphing technique is two-fold: the morphing algorithm must permit
fine user control and the accompanying user interface (UI) should be
intuitive.
Figure 1: Data flow in a morphing system. Editing comprises
retouching and aligning the volumes for cosmetic reasons.
Our solution to 3D morphing attempts to meet both conditions of the
morphing problem, while allowing a simple, yet powerful UI. To this
end, we create each morph in two steps (see
figure 1):
- Warping:
- and are warped to obtain volumes
and . Our warping technique allows the animator
to define quickly the exact shape of objects represented in
and , thus meeting the realism condition.
- Blending:
- and are combined into one
volume, the morph. Our blending technique provides the user with
sufficient control to create a smooth morph.
Last update: 11 May 1995 by Apostolos "Toli" Leriostolis@cs.stanford.edu