In our technique, we use simplices as deformation primitives.
User defined source and target shapes of each simplex primitive
define local coordinates. These
local coordinates determine a unique translation vector for
any given point in 2D space. We also provide
a set of blending functions to effectively interpolate these
translation vectors from each simplex primitive to compute
a combined translation. These combined translation vectors are
used to transform each vertex of a texture mapped grid.
Deformation of the grid provides interactive deformation
of the texture that is mapped to the grid.
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