That's great Ahmidou, looking forward to it.

Sent from my iPhone

> On Dec 13, 2013, at 2:27 AM, Ahmidou Lyazidi <[email protected]> wrote:
> 
> The problem with mean value coordinates is that they're negative with concave 
> cages, 
> and harmonic coordinates more complex and slower to generate.
> I already implemented this paper in ICE:
> http://www.wisdom.weizmann.ac.il/~ylipman/pmvc/pmvc.htm
> The result is pretty closed to harmonic coordinates, and you dont need a 
> static cage as reference. This mean that you can tweak
> the enveloped cage in pose and see the result on the deformed object.
> I was thinking to release it for free at some point, so this might be the 
> occasion, and could eventually save you a few days. 
> I'll try to put it somewhere on the web it this weekend.
> 
> Cheers.
> 
> -----------------------------------------------
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
> 
> 
> 2013/12/13 Ben Houston <[email protected]>
>> 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 My knowledge is out of date, but off the top of my head....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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