Basically one of the guys from littlebigplanet released some source
code for the scanner that he had made as an experiment, im trying to
port this over to flash.
the scan is made from 3 photos of the subject with stripes projected
onto it. the stripes are sinusoidal so when you add all of them
together you get a plain black and white photo of the subject. this is
the texture.
basically the code scans across each pixel in the 3 input images and
measures the average difference between that pixel and its neighbours
and so can tell where in a projected stripe that pixel lies from the
distortion of this by the uneven surface on to which the line pattern
is projected it is possible to triangulate the depth of that pixel.
the part of the code that creates the mesh simply steps through the
pixels of the image column by column and generates a vertex at that
x,y value with z being the triangulated value.
u and v are also the x y coordinates.
if I make the size of the triangles very large and put a vertex a step
of every 50 pixels it is possible to see the border between the yellow
and blue squares on the texture moving up and down the faces as if
there is some error in the way that the textures are being
transformed.
what values should u and v take? x and y of the image or something
weird?
On Nov 15, 7:11 pm, Fabrice <[EMAIL PROTECTED]> wrote:
> Can you pass in the object int {material:mat, debug:true}
> so that we can see the faces?
> Even if faces would be overlapping, this mesh do not have the propper
> face order and have wrong uv mapping.
> Is it possible that your scan is considering a certain volume in space
> and that the uvs values are based on this? Most info is coming from the
> top of the image, or is it doing a 180 degree scan on the x axis?
>
> Looking at the the first model showing with no dought a face, I'm 100%
> positive that if you arrange the vertexes per row and pass it to the
> Skin class
> that it would work. However if your vertex lists are too unequal to
> feed the class then I would consider project from a plan x/y and
> define the uv's from the vertexes.
> But then the uv's would no longer respecting the scan.
>
> Can you extend a bit on the " 3d scan of a face ported to as3 from
> Processing"
> What is exactly coming out Processing? How is the convertion to Away
> done?
> Can you paste one or two lines of a face definition generated by
> Processing?
>
> Fabrice
>
> On Nov 15, 2008, at 6:38 PM, Peter Kapelyan wrote:
>
> > Hi,
>
> > For some reason it looks as though there are two sets of faces on
> > top of each other, or basically two of the exact same model
> > overlapping each other, when I zoom in i see some faces go from
> > green to red (the same "triangles").
> > That happens when two of the exact same object are both in the scene
> > in the same place.
>
> > Using Fabrices test, you see your object isnt using the whole texture.
> > Is there some way you can test this with lower resolution data? By
> > using less info you might be able to see exactly what is going
> > wrong, I had to zoom in to tryt o see what may be going on.
>
> > If you tried something with say only 10 triangles that use the whole
> > texture, it might be easier to pinpoint the problem(s).
>
> > By the way, I read about this experiment that you started several
> > months back, last week. I would love to see you make it happen in
> > Flash, it is an awesome idea!
>
> > -Pete
>
> > On Sat, Nov 15, 2008 at 11:36 AM, corin_w
> > <[EMAIL PROTECTED]> wrote:
>
> > Hi,
>
> >http://corinwilkins.co.uk/face.html
> > uploaded a new version with a very simple background strange goings on
> > still ongoing
> > will updating my version of away 3d beable to fix this?
>
> > On Nov 15, 1:21 pm, Fabrice <[EMAIL PROTECTED]> wrote:
> > > why dont you try a simple BitmapMaterial just to be sure its not a
> > > mapping issue?
> > > To make a quick check of the uvs, just make a texture divided
> > with 4
> > > colored rects, each a 1/4 of the source rect, then center, where 4
> > > squares meet
> > > should be located at +- the "nose" of the model if the uvs are
> > right.
>
> > > And I see you use an old version of the engine, 1.9.4, you should
> > run
> > > the latest trunk, many fixes and enhancements
> > > were made since that release.
>
> > > Fabrice
>
> > > On Nov 15, 2008, at 1:59 PM, corin_w wrote:
>
> > > > Hi,
>
> > > >http://corinwilkins.co.uk/face.html
>
> > > > this is a 3d scan of a face ported to as3 from processing, on
> > the left
> > > > is the texture that should be mapped onto the face, but as you
> > can see
> > > > something isnt quite right.
> > > > the uv coordinates are almost certainly correct i can only think
> > its a
> > > > lighting issue as there is a flicker on the chin of the face at a
> > > > certain rotation.
>
> > > > any ideas?
> > > > cheers, corin
>
> > --
> > ___________________
>
> > Actionscript 3.0 Flash 3D Graphics Engine
>
> > HTTP://AWAY3D.COM