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: [email protected] > À: "bf-blender developers" <[email protected]> > 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 > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
