3D Correspondence Morphs
Christian Shelton
A correspondence implies a morph. Namely, we take each point and linearly
interpolate between it and its corresponding point on the other object.
While this was not the target application of my correspondence generating
algorithm, they can be used as way of visualizing the results.
Here are some examples of some correspondences based on the current
version of the algorithm:
A couple of notes on the morphs:
- The morph doesn't fully reach the target for two reasons:
- the quality of the morph isn't as good as I would wish
- the target cannot be represented completely using the polygons
of the original object
- These morphs are fully three-dimensional (with the exception of the
image warp which is an example of how this technique works on different
types of manifolds). You are only seeing a two
dimensional rendering of the objects, but the morph itself is in
three-dimensions.
- The morphs for the cars and animals were done with the same settings
of the parameters with the single exception of the "color factor"
determining how important color is to the match (since the cars
were colored the same, it was more important there).
- The morphs for the cars are completely automatic. The animals were
done by specifying 11 points on each animal. Correspondences without
specifying these points (on points on each of the eyes, ears, feet,
beginning and end of the tail, and nose) were in general not too
bad but had troubles with the ears of the cheetah and the tail of
some other animals.