<p>I'm reading the Loper et al. 2015 paper on the Skinned Multi-Person Linear Model and I came across this:</p>

<blockquote>
  <p>What we would like is a vertex-based model that has the expressive
  power of the triangle deformation models so that it can capture
  a whole range of natural shapes and poses.</p>
</blockquote>

<p>I'm not a Computer Science student, I'm actually a Physics student, so I only have an elementary understanding of these matters. </p>

<p>What is the difference between a triangle-based and a vertex-based skinning model? 
Why is the triangle-based one more "expressive"?</p>

CC BY-SA 3.0
2018-01-29T23:01:46.227Z
And these terms aren't adressed anywhere in the paper?
Christian Rau
CC BY-SA 3.0
2018-01-30T14:15:30.450Z
Not in a meaningful way. The paper deals with a vertex based model (the equations and the logic behind it describe the deformation of the mesh in terms of the displacement of the vertices) but it doesn't discuss triangle-based models. I can only guess what they're about. Moreover I don't know why triangle-based models would be more "expressive" than vertex-based ones.
ViolaC
CC BY-SA 3.0
2018-01-30T18:05:50.243Z
They are cited from this paper:  http://people.csail.mit.edu/sumner/research/deftransfer/Sumner2004DTF.pdf
Wyck
CC BY-SA 3.0
2018-02-01T14:19:37.097Z
@Wyck so the expressiveness of triangle-based models is just a practical fact, there is no mathematical or computational reason
ViolaC
<3d><mesh><animation>
Triangle-based and vertex-based skinning models?
ViolaC
# Triangle-based and vertex-based skinning models?

(Asked by: username_0 on 2018-01-29)

I'm reading the Loper et al. 2015 paper on the Skinned Multi-Person Linear Model and I came across this:

> What we would like is a vertex-based model that has the expressive
> power of the triangle deformation models so that it can capture
> a whole range of natural shapes and poses.

I'm not a Computer Science student, I'm actually a Physics student, so I only have an elementary understanding of these matters.

What is the difference between a triangle-based and a vertex-based skinning model?
Why is the triangle-based one more "expressive"?

**Tags:** 3d, mesh, animation

> **Comments:**
> **username_1**: And these terms aren't adressed anywhere in the paper?  
> **username_0**: Not in a meaningful way. The paper deals with a vertex based model (the equations and the logic behind it describe the deformation of the mesh in terms of the displacement of the vertices) but it doesn't discuss triangle-based models. I can only guess what they're about. Moreover I don't know why triangle-based models would be more "expressive" than vertex-based ones.  
> **username_2**: They are cited from this paper:  http://people.csail.mit.edu/sumner/research/deftransfer/Sumner2004DTF.pdf  
> **username_0**: @username_2 so the expressiveness of triangle-based models is just a practical fact, there is no mathematical or computational reason  

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## 0 answers

