Implementing As-Rigid-As-Possible Shape Manipulation and Surface Flattening

Takeo Igarashi, Yuki Igarashi
2009 Journal of Graphics GPU and Game Tools  
This article provides a description of an "as-rigid-as-possible shape manipulation" implementation that is clearer and easier to understand than the original. While the original paper used triangle-based representation, we use edgebased representation to simplify the coding. We also extend the original algorithm to allow the user to place handles on arbitrary positions of the mesh. In addition, we show that the same algorithm can be used for surface flattening with quality and performance comparable to popular flattening methods.
doi:10.1080/2151237x.2009.10129273 fatcat:6vuvo4udtvhxdm7dvyrb23rx2u