Turns out mean value coordinates on closed polygon meshes to do deformation
was already done:

http://www.cs.rice.edu/~jwarren/papers/meanvalue.pdf

-ben



On Thu, Dec 12, 2013 at 9:45 AM, Ben Houston <[email protected]> wrote:

> 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 My knowledge is out of date, but off the top of my head....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
>



-- 
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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