There was one in 2010, here is the page of the project : http://wiki.blender.org/index.php/User:Rohith291991/Gsoc2010/Proposal
I spent a bit of time discussing about it with Rohith on IRC, and provided some code I had written for a partial implementation of mixed integer quadrangulations into an other software. Last time we discussed about it about one year ago, he was struggling to extract a mesh from the parametrization. Yet, I don't know if the direction field was still manually generated, but I think he used the code I gave him to build the parametrization from a direction field. I'll try to go over his code to see if I can guess how far he went. Anyway, I don't know what's left of this project, and what can be recovered. Still, if you want to resurrect this project, and think I could be of any help, please let me know, and I'll send you my code as well, and we can arrange a meeting on IRC. -- Vincent. ----- Mail original ----- > I dont think the MIQ project got very far, since I've offered to > implement this once my work on compositor / mask editor is done, and > my offer was generally greeted with much happiness that "someone" was > going to do this... > > noone even mentioned to me that anyone did a gsoc on it... so im > guessing it didn't go TOO far... but maybe I'm wrong... idk. > > On Mon, Nov 28, 2011 at 6:01 AM, Vincent Nivoliers > <[email protected]> wrote: > > [2011-11-27 19:38:53 -0500] Nicholas Bishop: > >> Hi all, > >> > >> A few times I've run into algorithms that require principal > >> curvatures > >> [1] as inputs. My cursory examination of the Blender source > >> (basically > >> just grepping for "curvature") didn't turn up any code for this, so > >> I > >> ported the (GPLv2) curvature code from the trimesh2 lib [2] to > >> Blender. That code is based on the paper "Estimating Curvatures and > >> Their Derivatives on Triangle Meshes" [3]. Dunno if this is useful > >> to > >> anyone else, but I've pushed a Blender branch [4] containing the > >> curvature calculation (in blenlib/intern/curvature.c), as well as a > >> test modifier that displays the curvature vectors. > >> > >> Screenshot with Suzanne: > >> http://www.pasteall.org/pic/show.php?id=21557 > >> > >> Notes: > >> The original code was in C++; I converted it to C and switched the > >> math stuff over to blenlib and the types to MVert/MFace/etc. The > >> per-vertex output is the two principal curvatures and two direction > >> vectors. I haven't updated the code to handle quads yet, it'll > >> assert() if it encounters a non-triangle face. I've only just > >> gotten > >> this working, so there are definitely bugs in it yet. :) > >> > >> Thanks, > >> -Nicholas > >> > >> [1] http://en.wikipedia.org/wiki/Principal_curvature > >> [2] http://gfx.cs.princeton.edu/proj/trimesh2/ > >> [3] http://gfx.cs.princeton.edu/pubs/_2004_ECA/ > >> [4] > >> https://gitorious.org/~nicholasbishop/blenderprojects/nicholasbishop-blender/commits/tri-curvature > > > > Hi, > > There was a gsoc project last year [1] about the implementation of > > mixed > > integer quadrangulationsa [2] into blender. I don't know where this > > project lies now, but I believe this code uses a curvature estimator > > to > > generate a direction field on the surface. > > > > Thanks for this work, > > -- Vincent > > > > [1] http://code.google.com/p/google-summer-of-code-2010-blender/ > > [2] > > http://www.graphics.rwth-aachen.de/uploads/media/bommes_zimmer_2009_siggraph_01.pdf > > _______________________________________________ > > 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
