Graphics Reference
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time in graphics: some sort of translation, and an associated linear transformation.
The problem is that the two triangles each lie in a plane, and there are infinitely
many affine transformations taking one triangle (and its plane) to the other (and
its plane): The off-plane part of the transformation is completely unconstrained.
Inline Exercise 25.14: Examine a 2D analog: Find an affine transformation T
from R 2 to R 2 that takes the line segment from ( 0, 0 ) to ( 1, 0 ) on the x -axis
into the line segment from ( 0, 1 ) to ( 0, 2 ) on the y -axis. Now compose your
transformation with the transformation S : R 2
R 2 :( x , y )
( x + 3 y , y ) ,
that is, form R = T
S , and show that R transforms the segments exactly the
same way that T did.
We therefore add a new vertex v 4 that's offset one unit along the normal to the
triangle defined by v 1 , v 2 , and v 3 ,
( v 2
v 1 )
( v 3
v 1 )
×
v 4 = v 1 +
,
(25.28)
( v 2
v 1 )
( v 3
v 1 )
×
and a corresponding new vertex to M . Now there's a unique affine transformation
taking v 1 ,
...
...
, v 4 . Writing the transformation as a combination of a
translation with a linear map, we see that the linear map Q must send the vectors
V i
, v 4 to v 1 ,
V 1 to v i
v 1 for i = 2, 3, 4. Writing
V = v 2
v 1 and
v 1
v 3
v 1
v 4
(25.29)
V = v 2
v 1 ,
v 1 v 3
v 1 v 4
(25.30)
we have S = VV 1 ; we can thus compute the translation d as
d = v 1
S ( v 1
O ) ,
(25.31)
where O is the origin of 3-space.
Notice that we have added one new vertex to the original and deformed meshes
for each triangle . So our starting point becomes
• An original mesh M , with an enlarged vertex set that we'll still denote with
the same symbols,
, and with each “triangle” associated to four vertices
• A deformed mesh M , with a corresponding enlarged vertex set
• A second mesh, M , with an enlarged vertex set
{
v i }
w i }
• A correspondence C between triangles of M and M
• For each triangle t of M , an affine transformation v
{
S t v + d t that trans-
forms the four vertices of t to the four vertices of t in M
It's convenient to think of the triangle t in M as represented by its index in M 's
triangle table so that S t and d t are indexed by integers.
Our goal is to find a collection of transformations of the target mesh M that
are “as much like” those of M as possible; writing the target transformation for a
target triangle s in the form
T s w + d s ,
w
(25.32)
our goal is to have T s and S t be as similar as possible whenever ( t , s )
C . Notice
that we've ignored the translations of the source mesh here, and concentrated on
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