I guess you are referring to this...

http://graphics.pixar.com/library/HarmonicCoordinates/paper.pdf

The scan conversion bit with the laplacian solver seems like a lot of work.

There is the idea of mean value coordinate systems which may allow for a
smooth interpolant across the arbitrary convex polygons without the
laplacian solve (I am suggesting you can combine this with some of the
principles of the above paper):

http://morphoxx.googlecode.com/svn/trunk/Biblio/Mean%20Value%20Coordinates%20for%20Arbitrary%20Planar%20Polygons.pdf

Not sure if there is quality issues with it that I don't know about.  You
probably don't want to be doing novel research on a tight deadline.



On Thu, Dec 12, 2013 at 8:55 AM, Alok Gandhi <[email protected]>wrote:

> Thanks Ben. That is some good info. I was thinking more along
>  implementing the Harmonic Coordinates approach. I think Pixar had some
> papers on it.
>
> Sent from my iPhone
>
> On Dec 11, 2013, at 10:50 PM, Ben Houston <[email protected]> wrote:
>
> My knowledge is out of date, but off the top of my head....
>
> Cage deformers are often written using a cubic interpolant rather than
> affine ones.  If you use a grid cage you can use Bezier Volumes, which are
> just a generalization of https://en.wikipedia.org/wiki/B%C3%A9zier_surface.
>  If you are using a regular grid, you can just take 3D coordinates relative
> to each grid.  If you use a tetrahedral mesh, you can use generalization of
> the Cubic Triangle for deformation:
> https://en.wikipedia.org/wiki/B%C3%A9zier_triangle and then you need to
> use barycentric coordinates to get a relative spatial relationship.
>
> So I think yes, barycentric coordinates within a space filling
> discretization of space, either a grid or a tetrahedralization with a cubic
> interpolate as you start to deform them.
>
> I implemented the grid-based deformation with cubic volumes and got this
> result:
>
> http://www.exocortex.org/ben_software/hd-ffd.zip
>
> I have also implemented the tetrahedral-based discretization with
> Christopher Batty to deform a high resolution object to follow the path of
> a low resolution object to really good success.  The only issue is that
> tetrahedral meshes suck to create and maintain efficiently.  It is the
> bunny getting crushed in the gears at the end of this video -- the actual
> simulation bunny was super low res, but we uprezed it for rendering:
> http://vimeo.com/874168
>
> Best regards,
> -ben
>
>
>
> On Wed, Dec 11, 2013 at 5:09 PM, Alok Gandhi <[email protected]>wrote:
>
>> Hi All,
>>
>> Very soon, I am starting on my own generic custom cage deformer. A mix of
>> C++/Cython/Python.
>>
>> I am thinking of implementing fast calculations on barycentric
>> coordinates with affine transformations. I have some good papers (in my
>> treasure trove but haven't checked it yet).
>>
>> Anyone suggest a different approach other than barycentring coordinates.
>>
>> The reason I will be writing this is for (proof of concept / prototype
>> for now) is to be able to get point cache data from a low res geometry and
>> then use this outside of an DCC to convert to high res deformations.
>>
>> This ways existing animation pipelines which have to rely on switching to
>> higher resolutions before caching out do not have to do so. Simply export
>> out point caches (alembic, pc2, mdd, bgeo, icecache etc.) and then apply
>> this to a high res point data outside of any DCC as post process, even on
>> farms from command line for example.
>>
>> --
>>
>
>
>
> --
> Best regards,
> Ben Houston
> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
>
>


-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Clara.io - Professional-Grade WebGL-based 3D Content Creation

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