A key problem with meshes is how to effectively edit them. We can obviously move a single vertex around at will. But reshaping models by repeatedly moving single vertices is tedious (to put it mildly). Here we’ll discuss a few approaches for conveniently editing the shape of a meshed surfaces.
We’ve seen Laplacian-type structures in smoothing, parameterization, and compression. It turns out, they crop up in editing as well.
O. Sorkine, Y. Lipman, D. Cohen-Or, M. Alexa, C. Rössl, H.-P. Seidel. Laplacian surface editing. In Proceedings of the Eurographics Symposium on Geometry Processing, pp. 179–188, June 2004. [Online]
Y. Lipman, O. Sorkine, D. Levin, and D. Cohen-Or. Linear rotation-invariant coordinates for meshes. In SIGGRAPH 2005. [Online]
Instead of simply allowing the user to edit an object, maybe we’d like to allow a user to repose a model in a physically plausible way.
There are several other papers that approach mesh editing from a multiresolution perspective. Some representative papers are:
L. Kobbelt, S. Campagna, J. Vorsatz, H.-P. Seidel Interactive multi-resolution modeling on arbitrary meshes ACM SIGGRAPH ‘98 proceedings, 1998, pp. 105-114 [PS.gz]
D. Zorin, P. Schröder, and W. Sweldens. Interactive multiresolution mesh editing. In Proceedings of SIGGRAPH 97, pp. 259–268. [PDF]
Closely connected to Laplacian surface editing is Poisson surface editing:
Another major vein of work on mesh editing has been to support sketch-based interfaces to modeling.
T. Igarashi, S. Matsuoka, and H. Tanaka. Teddy: A sketching interface for 3D freeform design. In Proceedings of SIGGRAPH 99, pp. 409-416. [PDF] [Demo]
R. Zeleznik, K. Herndon, and J. Hughes. SKETCH: An interface for sketching 3D scenes. In Proceedings of SIGGRAPH 96, pp. 163-170.
Y. Kho and M. Garland. Sketching mesh deformations. In Proc. of I3D 2005, pp. 147–154. [PDF]