Fig. 1.1 Biharmonic deform example with multi-selection and two handed transformation.¶
Fig. 1.2 As-Rigid-As-Possible deform example. Performs slower than the harmonic, however, causes less distortions and retains more surface details. We can see that the geometry operations are on a separate thread.¶
Fig. 1.7 Different pivot modes are available - hand, mesh center, selection center. This can be toggled via UI (seen at the top) or via a button.¶
Fig. 1.8 Different modes for editing the active selection - add, remove, invert and new/clear selection per stroke.¶
Fig. 1.9 Different ways of selecting which selection/s should be transformed based on the bubble brush. When starting a stroke the selection mask inside the brush is used, if empty the active selection mask is used. Only when both hands have the same mask scaling and two handed rotation are enabled.¶
Fig. 1.10 More detailed example of multi-mesh editing. Switching between editing a mesh and transforming the whole mesh (similar to edit and object mode in Blender). The holographic shader can also be seen when the active mesh or controllers are occluded.¶
Fig. 1.11 Performance is still in real-time for large meshes. If a geometry calculation takes too long the thread indicator shows, which is quite useful for debugging.¶
Fig. 1.12 Tooltips are shown on the left hand (green box) when hovering over a UI element. Input hints are placed on the controller and adapt based on what you are doing. This makes the app much more user-friendly.¶
Fig. 1.13 UI panels can be grabbed, the laser is only for interaction with the UI and is hidden otherwise.¶
Fig. 1.14 Teleporting and snap turn for locomotion in VR¶