Dear Imran,
sorry for speaking so frankly, but from many of your last emails I got
the precise feeling that detail transfer and unwrapping are a task too
hard for you.
Your last email revealed that probably you still have C++ doubts at a
basic level.
Particularly I am referring to your last email (but others examples
could be found) where you said:
...
skunkwerk wrote:
> I've noticed when you're random-accessing vertices, you apparently
need to do: m.vert[f.V(c)-&(*m.vert.begin())], where f is the face and V
is the vertex.
> 1) I'm not quite sure while you need the m.vert.begin, as doesn't
f.V() hold the absolute index of the vertex you want?
> 2) And if you do need it, wouldn't you also need to do a similar
thing for random-accessing faces too?
> Because all I'm doing right now is: m.face[(*fit)], where fit is a
face iterator.
...
Teaching a CG class at the university since 1997 I think that I can say
you that you should invest a bit more time on studying the C++ basis
following a structured course book instead of jumping directly in the
middle of a rather complex C++ system based on a convoluted templated
library. That would surely shorten the time you spend in coding and
debugging in C++.
If you really want to contribute, spend a bit more time in testing
debugging the whole meshlab, not only your plugin, e.g. try to find
crash points, and writing down repeatable sequence of actions that lead
in a deterministic way to a crash. and leave to more experienced coders
the burden of patch it in the best way (if possible).
That would be really a valuable contribution to the whole project.
Thanks
p.
skunkwerk wrote:
> Paolo,
> i'd like to again request your permission to start work on the
> normal mapping/detail transfer plugin. i can continue to try and fix
> the last remaining bug with the texture atlas (when you increase its
> size), but I don't see any way to make it faster besides removing the
> qDebug statements from it... and I don't have anything else left to
> work on anyway :0
>
> would the first place to start be the filter_sampling.cpp file, to add
> normals as an option to the attribute transfer?
> i've been looking at the lscm code to unwrap models... Blender seems
> to be using the superLU library as a numerical solver. I'm not sure
> how to interface with it the code at this point...
>
> thanks,
> imran
>
> 2008/7/22 Paolo Cignoni <pao...@is...
> <mailto:pao...@is...>>
>
> No.
>
> You have to choose one of the following possibility
> - select more than a single file in the open dialog
> - open a mesh and then use the open as a new layer menu entry
> - open a mesh and press the "+" button.
>
> http://meshlab.sourceforge.net/wiki/index.php/Layers
>
>
> skunkwerk wrote:
>> ah.. cool. I opened up the same model twice (so they're 2 windows now) but
>> still don't see more than one mesh option in the hausdorff distance
>> filter... am i doing something wrong?
>>
>> On Mon, Jul 21, 2008 at 10:46 PM, Paolo Cignoni <pao...@is...> <mailto:pao...@is...>
>> wrote:
>>
>>
>>> skunkwerk wrote: hey paolo, i was looking at the filter_sampling
>>> plugins - both the distance and 'vertex attribute transfer'
>>> plugins require 2 meshes to compare - how would you get meshlab
>>> to load 2 models, such as one of the original and one of the
>>> model after a filter has run on it? Dont tell me that you have
>>> missed the whole layer mechanism... it was one of the main
>>> feature of the 1.1 version...
>>> http://meshlab.sourceforge.net/wiki/index.php/Release_Notes_1.1.0
>>>
>>>
>>> would normal mapping require adding a "normals" option to the vertex
>>> attribute transfer plugin? then you'd have to bake the normals into a
>>> texture, right?
>>>
>>>
>>>
>>> in a short future,
>>> yes.
>>>
>>> imran
>>>
>>> 2008/6/25 Paolo Cignoni <pao...@is...> <mailto:pao...@is...> <pao...@is...> <mailto:pao...@is...>:
>>>
>>>
>>>
>>> skunkwerk wrote:
>>>
>>> hi Paolo,
>>> i was looking at software that could do normal mapping and noticed it
>>> was listed as one of the plugin projects in meshlab.
>>>
>>> is anyone working on it yet? anyone else interested in helping?
>>>
>>> I read your paper on normal mapping from a few years ago. Do I need to get
>>> the texture atlas plugin fixed before starting on the detail transfer?
>>>
>>> yes complete the texture atlas first.
>>>
>>> about the redetailing stuff: it is almost in. If you look at the new
>>> filter_sampling tool you can find all the basic pieces: closest retrieval
>>> and texel sampling.
>>> I think that adding a attribute transfer is matter of a few lines of code.
>>> consider it already done.
>>> (yes i have to remove it from the projecgts :) )
>>> p.
>>>
>>>
>>>
>>> imran
>>>
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> --
> Paolo Cignoni -- Senior Researcher
> Visual Computing Laboratory - ISTI - CNR
> http://vcg.isti.cnr.it/~cignoni <http://vcg.isti.cnr.it/%7Ecignoni>
>
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Paolo Cignoni -- Senior Researcher
Visual Computing Laboratory - ISTI - CNR
http://vcg.isti.cnr.it/~cignoni
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