http://www.dgp.toronto.edu/~mdelasa/voxelization/ <- proposal and video http://www.delasa.net/data/sca2013_voxelization.pdf <- actual paper
It's not particularly hard conceptually, but personally I wouldn't do it in ICE. It'd likely be below acceptable performance for a large enough set of voxels, and you'd be in trouble to bring GPGPU performance into ICE nodes if you were willing to write one (I got really flaky results personally, but it's not impossible). It's not terribly hard to do in C++ nor to thread it decently in CUDA, there are some very obvious potential kernels to it, and plenty stuff you could start from for OCTrees structures, sorting, walking and so on already available to not re-invent the wheel. You are missing a (moderately) clever bit though as you need to find boundaries and geodesic distance, if you just walked outwards from a bone inclusive voxel indiscriminately you would be only marginally better off than if you simply used plain geometric distance methods, but it's not an order of magnitude more complex than what you'd think of by intuition. It's not really a hugely impressive feature, don't get me wrong, but it's not a day's worth of work to offer a proper generic implementation that will scale to respectable complexity. On Wed, Mar 19, 2014 at 1:43 PM, Bk <[email protected]> wrote: > Unless there is some clever part that Im missing, It's not a hard thing to > implement. Fill a volume with voxels. Spread out( iterate) influence from > bones across the volume particle to particle by neighbours. > Get closest voxel to surface and find resulting influence for each bone. > Normalise and write to envelope . > I'd be bold enough to suggest it could be done in ICE in a day. > > > On 19 Mar 2014, at 02:35, Eric Thivierge <[email protected]> wrote: > > Unfortunately have to agree with Luc-Eric on this point. Blender probably > has a heat map algo or something. I haven't seen the geodesic anywhere but > the AD research vid from around last Siggraph. > > -------------------------------------------- > Eric Thivierge > http://www.ethivierge.com > > > On Tue, Mar 18, 2014 at 10:31 PM, Luc-Eric Rousseau > <[email protected]>wrote: > >> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte >> <[email protected]> wrote: >> > Agree, and the geodesic voxel binding skin algorithm, Blender already >> have >> > at least 1 year ago or more. In other words, no innovation, only >> > implementation of existing tools. >> >> Got a link to that? Geodesic voxel binding is research by Autodesk. >> >> > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!

