Hello,
I plan to implement some 3D-triangle mesh deformation methods by using some kind of adaptable subdivision of the triangles and I have a couple of questions about this:
- Can you recommend any good implementations of suitable mesh formats (render dynamic or Winged-Edge) in Java? It has to be easy to subdivide the triangles dynamically.
- For non-linear deformations, is it a reasonable approach to locally determine the linear transformation matrix to get a correct transformation of the normals? Is there perhaps another way?