When modeling geometric objects it is important to be able to switch between different levels of resolution of the object: At one time one might want to create fine details, like the eyes of a character, another time the designer may want to change the overall shape of the object without losing these details. This problem requires a suitable internal representation of the object and algorithms that enable to switch between the various levels of detail. In fact a decomposition of the geometric shape into disjoint “frequency bands” is necessary (multiresolution representation). If the different levels of detail are defined relative to each other then we have a fully hierarchical representation of the underlying object.Our research is focussing on algorithms that allow the designer to interactively edit a freeform object on arbitrary levels of resolution. Besides the underlying mathematical methods we are investigating new design metaphors to facilitate the handling of multiresolution surfaces within an interactive framework.
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