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

raulf at info.upr.edu.cu raulf at info.upr.edu.cu
Fri Jan 7 17:46:55 CET 2011


Thanks a lot! I will review them :) btw did you have seing the new test
video? hope you like it

Cheers
Raul

> 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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