This is a small program that illustrates how to compute Bounded Biharmonic Weights (BBW) for a given surface mesh and skeleton description. This only supports point handles and skeleton trees (bones). Cages are not supported. This program only computes and outputs the weight function values. You should be able to load them into matlab or maya or whatever. = COMPILE = First install the dependencies (e.g. mosek). If your on a mac, and why wouldn't you be, then you *should* with any luck and by the grace of God be able to compile with: make = RUN = Then run an example with (e.g.): ./bbw_demo examples/brick.obj examples/brick.tgf This will produce at least 2 files: examples/brick-volume.mesh Tetrahedral mesh over which weights were computed examples/brick-volume.dmat Coefficients of weights defined over .mesh The dependencies are: igl_lib eigen3 tetgen mosek = Igl lib = IGL_lib is our groups internal library. It will someday be publically available, but not yet. Thus I only include here a bare minimum to get this demo to work. The library functions as an inlined header library. All the source is located in ./igl_lib/include/igl = Eigen3 = The igl dependencies rely on a depracted version of the Sparse Matrix suite in eigen 3. Thus you need the correct version of eigen. To make this easier I have included the necessary version of eigen here: ./eigen3 = Mosek = Mosek is free for academics and has its own installation instructions. Adjust your makefile accordingly. = Tetgen = Tetgen is also free and easy to install. Be sure to compile the library version, i.e.: make tetlib To make life a little easier I include a working version of tetgen in ./igl_lib/external/tetgen/. You can go there and compile libtet.a or download the tetgen source and do that on your own. Whatever. You can try to email Alec Jacobson (alecjacobson@gmail.com) with questions. Especially regarding the algorithm described in "Bounded biharmonic weights for real-time deformation" by [Jacobson et al. 2011]. However, please please please please please please please please please please please please please please please please please please try to solve compilation troubles on your own. I didn't intend for this code to be machine independent or even necessarily easy to compile. This is a quick and dirty demo because so many people requested it. Sometime in the not too distant future I still plan to release a *nice* 3d, C++ demo. Love, Alec