Cool idea.
I am 100% of no help with this, but I wanted to say I really like where you
are going with this.


On Mon, Jul 7, 2014 at 8:28 PM, Jason S <[email protected]> wrote:

>  Hi,
>
> when thinking and looking for ways to retopo, I was wondering if it was
> possible to emit static points on a dense surface mesh with the emission
> filtered by curvature (more point where there's detail), and then somehow
> create a hull out of those points.
>
> So not polygonizing per say, but 'just' joining particles with triangles.
>
> After trying to see if I could somehow feed a 'create topo' node with
> pointcloud point positions (seems a bit trickier),
>
> I sniffed around and came across  Guillaume's 'Convex Hull'  and also
> Julian Johnson's implementation JJ_ConvexHull,
>
> http://julianjohnsonsblog.blogspot.ca/2012/12/convex-hull-using-cgal-library.html
>
> BUT as the 'Convex' part of their names suggests, the wrapping only
> considers the very most outward points of the cloud,
> but otherwise seemed to be working very well
> (reduced points on the convex parts, with flat polys on concave, also with
> the help of EMTools; 'even spaced particles' before filtering)
>
> So to your knowledge, how how much of a stretch beyond that would it be to
> have  ICE -*concave*- hulls?
>
> such as illustrated here (except in 3D)
> http://ubicomp.algoritmi.uminho.pt/local/concavehull.html
>
> and discussed a bit here
> http://www.si-community.com/community/viewtopic.php?f=15&t=4132
>
> So if doable, although the result surely needs some adjusting (of the then
> fewer points),
> cutting & symmetrizing, repositionning with the M tool + slide magnet, and
> adding/removing afew edges here and there to reflow..
>
> But wouldn't it still be  (a heck of a lot ) faster than duplicating edges
> on a shrinkwrapped model ?
>   (if not also faster than most retopo tools out there?)
>
> thanks,
> J
>
>
>


-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com <http://www.theafterimage.com/>

-25 Years Experience
-Member of the Visual Effects Society (VES)

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