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Proceedings Paper

Morphing in stereo animation
Author(s): James Arthur Davis; David F. McAllister
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Paper Abstract

There are several techniques that can be used to produce morphs of 3D objects. The traditional solution is to apply 3D algorithms that transform the shape and attributes of one object into those of another. The problems in 3D morphing include avoiding self-intersections during the morph, specification of corresponding regions in the source and target objects and the imposition of geometric constraints on the objects. At first glance, the application of well understood 2D morphic techniques to stereo imags would seem to be reasonable and much simpler alternative to the production of 3D models and the application of 3D morphing to those modes. While it is true that in certain cases the applicant of 2D linear morphing techniques to stereo images produces effective morphs, the use of this technique places very strict geometric constraints on the objects being morphed. When linear 2D morphic technique are applied to stereo images where the parallax encoded in the images is of utmost importance, they linearly interpolate points between the source and target images which interpolates the parallax, also. We examine the ramifications of this limitation and discus the geometric constraints under which stereo morphing is useful.

Paper Details

Date Published: 24 May 1999
PDF: 10 pages
Proc. SPIE 3639, Stereoscopic Displays and Virtual Reality Systems VI, (24 May 1999); doi: 10.1117/12.349397
Show Author Affiliations
James Arthur Davis, FlashPoint Technology, Inc. (United States)
David F. McAllister, North Carolina State Univ. (United States)


Published in SPIE Proceedings Vol. 3639:
Stereoscopic Displays and Virtual Reality Systems VI
Mark T. Bolas; John O. Merritt; Scott S. Fisher; Mark T. Bolas; Scott S. Fisher, Editor(s)

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