3D Modeling with Silouette
Wednesday, October 5, 2011
Tuesday, May 3, 2011
Current Progress: All Debugged! Let's Start The Report!
After a whole day's effort, not only have we modified the constructor in the situation where segments of silhouettes are exactly horizontal or vertical, but we have extended it to three silhouettes' intersection as well! So now we believe all kinds of shape could be done using our plugin proficiently. Come on man, let's do a beautiful demo and perfect report!
One conclusion of this step is that we have to make a tolerance threshold for line segments intersection in the intersection condition test to allow error(in the function Silhouette::SpecialProjection()).
Cheers!
One conclusion of this step is that we have to make a tolerance threshold for line segments intersection in the intersection condition test to allow error(in the function Silhouette::SpecialProjection()).
Cheers!
Current Progress: Adding One More Function
We are now adding one more function for a special situation: when some segments of both silhouettes are exactly horizontal or vertical, the plugin cannot construct some facets because there is no plane that both of the facets can be projected to. So we have to design a separate algorithm for this situation.
One tricky bug is the value of sizeof().
The return type is unsigned, so 0 - 1 will be pow(2, 32) - 1, but not -1.
Instead of using i < ( vector.sizeof() - 1 ), we should use i + 1 < vector.size()
Cheers
One tricky bug is the value of sizeof().
The return type is unsigned, so 0 - 1 will be pow(2, 32) - 1, but not -1.
Instead of using i < ( vector.sizeof() - 1 ), we should use i + 1 < vector.size()
Cheers
Saturday, April 30, 2011
Current Progress: Modified Point Array
We have just modified the Point Array of the output mesh.
So now, all of the vertices of different facets at the same position will be represented by one single point in Maya. Instead of creating separate facets, we have now generated a closed model with all of its facets merged initially.
Oh yes, one bug that we were struggling with was the value of the first argument in meshFS.create(), it should be the number of vertices, but not size of FaceConnects.
Cheers!
So now, all of the vertices of different facets at the same position will be represented by one single point in Maya. Instead of creating separate facets, we have now generated a closed model with all of its facets merged initially.
Oh yes, one bug that we were struggling with was the value of the first argument in meshFS.create(), it should be the number of vertices, but not size of FaceConnects.
Cheers!
Friday, April 29, 2011
Current Progress: Poster done and a few flaws remain
So in the past week, we made several models with our plugin successfully, including the China Pavilion on World Expo Shanghai 2010, a gun and also some random shapes. These examples showed the eligibility of our work to model 3D objects from 2D silhouettes, as well as the ability of real time user interaction. We will show the screen shots by the end of the report.
However, we have also found some new bugs, which are generally related to the combination with Maya operations. We voided the uniqueness of each vertex, but append each vertex to the PointArray even it has existed, i.e. it has the same position with one of the appended vertices in the PointArray. In doing so Maya cannot merge the meshes correctly. It is so implicit that we can not identify the problem merely from unsmoothed polygons. However, if we try to smooth the mesh using Maya MEL, we will get wired output. Normals are also not always right in real time user interaction. Although we can modify the normal using MEL, we think it is best for us to adjust the order of vertices to get it correct.
That is our goal in the following week.
However, we have also found some new bugs, which are generally related to the combination with Maya operations. We voided the uniqueness of each vertex, but append each vertex to the PointArray even it has existed, i.e. it has the same position with one of the appended vertices in the PointArray. In doing so Maya cannot merge the meshes correctly. It is so implicit that we can not identify the problem merely from unsmoothed polygons. However, if we try to smooth the mesh using Maya MEL, we will get wired output. Normals are also not always right in real time user interaction. Although we can modify the normal using MEL, we think it is best for us to adjust the order of vertices to get it correct.
That is our goal in the following week.
China Pavilion on World Expo Shanghai 2010
Gun Model, all of its components are made using our plugin
Submachine Gun, from the above gun model using our user interaction
Cheers!
Friday, April 22, 2011
Nearly All!
Haha so we have also modified the 3rd silhouette!
This time, we produced models that matched the silhouettes perfectly!
And also, compared with Maya Boolean, we can see that our mesh is even cleaner and better!
Take a look at our composition!
;)
This time, we produced models that matched the silhouettes perfectly!
And also, compared with Maya Boolean, we can see that our mesh is even cleaner and better!
Take a look at our composition!
;)
So the meshed model with green outline is generated by our algorithm from the three silhouettes(blue), and the the white model is generated my Maya Boolean, see which is better.
Carry on! Let's get more!
Cheers!
Bug Done! Though another appeared~
So We have fixed the trivial facet bug by modifying the results of 2D boolean operation!
Here we go:
You see, the annoying triangle is gone!
However, another bug is founded in triple silhouette cylinder intersection, let's sweep it away!
Cheers
Here we go:
You see, the annoying triangle is gone!
However, another bug is founded in triple silhouette cylinder intersection, let's sweep it away!
Cheers
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