RE: [Algorithms] VIPM and UV texturing
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From: Jeff L. <je...@di...> - 2000-08-10 15:10:09
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I started adding some code to the metric to try and detect and weight the case but never got it to work well with all the other settings in the metric. Having the artistic control was just more flexible. We are doing a new rev on the tool and I have someone else working on it so I will have him revisit that. There are a lot of aspects to the decimation that I am looking at for the next rev. Our current metric doesn't take into count the changes brought by animation. It uses the rest pose which as you know artists can build in strange ways to make weighting easier. I don't know if anyone else has looked at this. Also, the current algorithm leads to a bit of hollowness on the low end of the scale. It does decent at preserving the base shape but things like the legs get a bit thin. I am thinking about adding in some volume preservation (like Hoppe had in his recent paper on metrics) or trying some image-space stuff from orthogonal angles to address this. -Jeff At 05:58 AM 8/10/2000 -0700, you wrote: >However, you then get >the nice situation of (1,0) ------ (1,0). Doesn't >look so hot. I have the artists tag > >reflected seam vertices as uncollapsable until very late in the order. > >Can you not algorithmically detect this situation as well? Compute the >tangent-normal basis for the polygon, and look at the derivative of the >texture coordinates w.r.t the tangent vector - if this changes sign you have >a seam. > >More work, I grant you, and I admit not as flexible as having a tool that >lets the artists do the markup, but still possible. > >Tony Cox - DirectX Luminary >Windows Gaming Developer Relations Group >http://msdn.microsoft.com/directx > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |