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In: Proceedings of the conference on Visualization ’01, pp. 37–44. : Roaming terrain: Real-time optimally adapting meshes. In: IEEE Visualization ’97, pp. 81–88. : Skip strips: maintaining triangle strips for view-dependent rendering. In: VIS ’99: Proceedings of the conference on Visualization ’99, pp. 131–138. : Optimizing triangle strips for fast rendering. In: VIS ’96: Proceedings of the 7th conference on Visualization ’96, pp. 319–326. : Building and traversing a surface at variable resolution.

We have experienced no detrimental effects when applying this procedure on meshes which approximate the underlying smooth surface well, even in areas of high curvature. Also, small changes might be tolerable, as this region will be subsequently edited. After the geometry adjustment step, the surface is prepared for editing operations in the vicinity of the sketch. , as in Eq. 6). Since we discretize the Laplacian using the cotangent weights, we can simply scale the Laplacians of edge path vertices, resulting in a ridge or ravine, depending on the sign.

2, this operation gives us smooth bumps and valleys (Fig. 20, bottom left). By setting the Laplacians to zero we can flatten specific regions of the mesh. t. their respective rotation axes (given by above segmentation) by a user-defined angle, determined by dragging the mouse left or right. Note that rotation by π is identical to scaling by minus one. For angles in the ranges [0, π ) and (π , 2π ] we create varying radial curvature inflection points (Fig. , 2003) such as the cheekbone shown in Fig.

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