Bending Algorithm for Mesh Models
To create 3D models rapidly is an important technique in 3D game and animation.Building a new model from existed models is an efficient modeling method.A novel bending algorithm for mesh models is proposed.The algorithm composes of following steps:Firstly,cut part of mesh from source model and align it with the target model.Then,convert the two mesh models into point models and convert the point models into implicit surfaces with RBF interpolation.Thirdly,merge the two implicit surfaces by union operation.And finally,triangulate the implicit surface in connecting area after Boolean operation.Then the final new mesh model is obtained.The influence area is defined,which can control the transition between two meshes.The expanding triangulation from the meshes boundaries is implemented,so features of the original models that out of the bending regain are remained.The experiments show that good results can be obtained with the algorithm.The approach can be used to create new models for 3D game and animation efficiently.