haha,
i'll be the first to admit i'm not the greatest programmer on the
planet. but i learn fast, and am determined enough to spend however much
time it takes. it couldn't hurt if i try to work on this, could it?
perhaps you could assign one of your students in the new term to take the
lead?
it seems like the CGAL library has a clean interface to LSCM - you input a
mesh, and it outputs a uv pair for each vertex:
http://www.cgal.org/Manual/3.3/doc_html/cgal_manual/Surface_mesh_parameterization/Chapter_main.html
imran
On Sat, Aug 23, 2008 at 5:06 PM, Paolo Cignoni <pao...@is...>wrote:
> 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...>
>
>> 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...> <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...> <pao...@is...> <pao...@is...> <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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