[Bf-committers] A resources help for paper (Farsthary)

Vincent Nivoliers vincent.nivoliers at loria.fr
Fri Jan 7 17:37:42 CET 2011


Hi again,
  I asked Bruno Levy about your references. He told me:

.Marc Alexa http://www.cg.tu-berlin.de/menue/publications/
.Olga Sorkine http://cs.nyu.edu/~sorkine/publications.html
.Igarashi http://www-ui.is.s.u-tokyo.ac.jp/~takeo/
.Cindy Grimm http://www1.cse.wustl.edu/~cmg/research.php
.Mesh Mixer http://www.meshmixer.com/

  Keep up with the good work !
-- Vincent

----- Mail original -----
De: raulf at info.upr.edu.cu
À: "bf-blender developers" <bf-committers at blender.org>
Envoyé: Jeudi 6 Janvier 2011 14:17:10
Objet: Re: [Bf-committers] A resources help for paper (Farsthary)

Hi :)

> Hi Raul,
>   I bet we are on the same deadline. I don't know many things about
> sculpting, but I believe you should probably mention automatic
> quadrangulation methods if you are subdividing using Catmull Clark,

 Oh yes :) ! I´m aiming at SIGGRAPH 2011 , perhaps is too high goal for me
but I think I´m ready to take the chance :)

 The good thing about the algorithm I´m developing is that it is
relatively independent from the subdivision scheme used, so the simpler,
the faster to calculate and for several architectural decitions I´m
enforcing triangles only. (you will understand why sculptris use
triangles only too ;) ) so I end up using Loop subdivision scheme.


> since the straightforward approach to me would be to deal with triangle
> meshes and then quadrangulate the result. Last year the cutting edge was
> Mixed integer quadrangulations, Quadcover is older but still in use, and
> last year at siggraph there were two papers, one called something like
> "Wave based quadrangulations" and the other one called "Lp Centroidal
> Voronoi Tesselations" (also dealing with volumic meshing).

 Definately Centriodal Voronoi Tessellations are an appealing
remeshing/relaxation algorithm and I have being tempted to put my hands
on it, but I don´t know the status of the quad remeshing GSOC and I don´t
want to overlap with that cool project, perhaps in the future, when
Unlimited Clay is fleshed out I could extend its relaxation scheme to
include it, it will be fun ;)

 About
> sculpting I remember some work about "virtual clay" modeling and
> "swirling sweepers" about volume preservation, but it's a bit old, and
> might be obsolete. Typing this on scholar provides some results maybe
> checkout this, the page mentions papers citing it which might be more in
> the mood: http://portal.acm.org/citation.cfm?id=364338.364395. It's too
> bad citeseer is currently down. If you are dealing with multiresolution
> meshes, this should also be part of the related work, I'm not aware of
> this field to provide up to date references, sorry.
>   I hope this tiny bit will help you, good luck !
> regards,
> Vincent
>

 Thanks for your advices ... I wish you the best of luck too.

Cheers
Raul



> ----- Mail original -----
> De: raulf at info.upr.edu.cu
> À: "bf-blender developers" <bf-committers at blender.org>
> Envoyé: Mercredi 5 Janvier 2011 22:40:48
> Objet: Re: [Bf-committers] A resources help for paper (Farsthary)
>
> Ops I forgot in my previous repply to mention that the paper I'm writting:
> 'Dynamic subdivission sculpting' will make life easier for those who want
> to integrate that feature in any sculpting pipeline.
>  I'm writting there the unlimited clay algorithm essence and theory, and
> contrary to what I thougth at the beginning of the project it has some
> quirks that are very hard to realize, so I hope to contribute a little
> with the developer community not only of Blender, sharing this knowledge.
>
> regards
> Raul
>
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