1 Introduction


A graphics designer expects editor capabilities for some 3D surface simulations, too. One way, how to satisfy his desires is to develop system with the full 3D construction and a good rendering. Second way is to develop 2D system with the vector objects and special fill styles for designers accustomed to 2D drafting or sketching.

Design of deformed 3D surfaces (e.g. fabrics) is much more complicated than e.g. design of machine parts. Maybe advanced algorithms could make this work more easy, but e.g. automatic 3D draping simulation based on physical approach consumes too much processor time. Complexity of such algorithms could cause so high requirements on computer and on a designer, that many of them refuse to work with the program. Open GL library could be used for rendering and texture mapping, but rendering is really not significant problem considering simulation complexity. So, the second way (2D) will concern us in this paper.

One can find mathematical background of texture mapping in chapter two, mathematical background of mesh deforming in chapter three, proposed algorithm scheme in chapter four, and our partial results in chapter five..