Thanks, Steve!
On Tue, Mar 31, 2020 at 1:30 AM Steven Caron wrote:
> I am not suggesting you copy it... read the comments and treat it as a
> guide as how to make your own. Jerome left really detailed comments!
>
> On Mon, Mar 30, 2020 at 6:47 PM Ben Paschke
> wrote:
>
>> Oh man! I would if I
Thanks, Matt -- this is very helpful info. The brilliant kid developer we
have working on this (a few years out of Stanford CS) went ahead and just
built it in several hours night before last. It seems to work really well
on splines; he's working on generalizing to surfaces next. Performance is
I am not suggesting you copy it... read the comments and treat it as a
guide as how to make your own. Jerome left really detailed comments!
On Mon, Mar 30, 2020 at 6:47 PM Ben Paschke wrote:
> Oh man! I would if I could!!
>
>
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> Sent: Tuesday, 31 March, 2020 11:44:40 AM
> Subject: Re: anyone know how ICE "get closest location" actually works under
> the hood?
> oh, if we are going that route I would look up the FabricEngine implementation
> as a guide/hint
oh, if we are going that route I would look up the FabricEngine
implementation as a guide/hint since it was written by the same person who
maintained much of the Softimage implementation.
[image: image.png]
On Mon, Mar 30, 2020 at 5:48 PM Ben Paschke wrote:
> Just for ideas, maybe you could
Just for ideas, maybe you could check out blender source code for the
implementation of their closest_point_on_mesh function?
Possibly in here somewhere:
'Get closest Locations' is patent protected, so you won't be able to do
anything commercial from the algorithm as implemented (but you may be able
to find it's description at the patent office).
I spoke with the author of that tool at great length a few years ago as I
had questions about
touchdesigner. Should have mentioned we need it run on the GPU.
On Mon, Mar 30, 2020 at 1:06 AM Steven Caron wrote:
> I don't know the exact implementation but generally speaking they are
> spatial queries backed by some sort of an acceleration structure with some
> barycentric coordinates to
I don't know the exact implementation but generally speaking they are
spatial queries backed by some sort of an acceleration structure with some
barycentric coordinates to get a polygon position/location. Assuming your
mesh data structure has attributes to interpolate you can do that with the
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