[Bf-committers] Seamless texture mapping
Vincent Nivoliers
vincent.nivoliers at loria.fr
Mon May 31 13:17:12 CEST 2010
Hi all,
I'm contacting you to know whether you would be interested about a
paper I just got accepted. You can find the paper and video at
http://alice.loria.fr/~nivoliev/Seamless
Currently the code is part of a graphite plugin, you might know the
software since you already worked with Bruno Lévy for LSCM, who is also
among the authors of this paper. It is therefore not in a very proper
state to be shared. Before cleaning up the code, we would like to know
whether you might be interested in these results. We tried to think the
paper as a useful contribution, however the effective users might have a
different opinion.
At first we could try to build a clean graphite plugin for you to
test the thing if you are interested. Tell me from the paper if you
would like this. If you then feel it as worth the proper integration, we
would be glad to help you, by trying to deliver a more standalone
version of the code.
Basically, there are distinct parts in the project. The first one is
not discussed in the paper and corresponds to grid preserving
parameterizations. You might have read about it, it is mostly used for
quad remeshing. The second part builds a texture atlas from such a
parameterization, and the necessary stuff for seamless mapping. The last
one is a texture fixing program correcting an input texture using the
stuff from the previous step to map it seamlessly on the atlas built
also in the previous step. The "integration" you see in the video is
just a two small scripts for importing and exporting meshes from blender
to graphite, so no real integration in fact.
I hope you'll find it interesting, and thanks for the wonderful
software you develop. Most of the video was done using it (3D for the
animations, and VSE for the final assembly).
Regards,
--
Vincent Nivoliers
http://alice.loria.fr/~nivoliev
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