sabato 30 luglio 2011
A tutorial on Obscurance and SDF coming soon
In a couple of days I will post a detailed description of my MeshLab plugin that includes the Obscurance and Shape Diameter Function filter, including an explanation of the source code. Stay tuned! :)
venerdì 29 luglio 2011
GPU - accelerated Shape Diameter Function filter for MeshLab
An other MeshLab's filter coming! I developed (together with the previous filter of Obscurance) one filter that calculates t The SDF is also used for the auto-skeletonisation of characters, animals ecc... It would be nice to exploit this work developing a filter for auto-rigging a character, a nice feauture that was recently added to the Mixamo tools (http://www.mixamo.com/c/auto-rigger). http://www.cs.tau.ac.il/~liors
A preview of the filter was published on the MeshLab's Facebook page.
Lucy model, courtesy of Stanford University. (http://graphics.stanford.edu/data/3Dscanrep/)
martedì 26 luglio 2011
A GPU based Meshlab plugin for Obscurance!!
I have recently completed a plugin for MeshLab to calculate volumetric obscurance on a mesh.
If you use ambient occlusion in your work, consider using my filter instead, because obscurance avoids the strong darkening of internal parts with a spatial decay term. You can see the preview of the plugin in the Facebook's page of MeshLab. Maybe I will provide some explanations of the implementation in a future post. All the source code is provided together with MeshLab. (At time I am writing my folder is in src/fgt/filter_sdfgpu.The name comes from the other filter included, more about this in the future). You can download everything via SVN. For further details see the reference paper: Iones Krupkin Sbert Zhukov - Fast, Realistic Lighting for Video Games - IEEECG&A 2003
If you use ambient occlusion in your work, consider using my filter instead, because obscurance avoids the strong darkening of internal parts with a spatial decay term. You can see the preview of the plugin in the Facebook's page of MeshLab. Maybe I will provide some explanations of the implementation in a future post. All the source code is provided together with MeshLab. (At time I am writing my folder is in src/fgt/filter_sdfgpu.The name comes from the other filter included, more about this in the future). You can download everything via SVN. For further details see the reference paper: Iones Krupkin Sbert Zhukov - Fast, Realistic Lighting for Video Games - IEEECG&A 2003
Welcome to my blog! 3D graphics programming & more!
Welcome! This is simply a blog about my works in the field of 3d graphics programming. It will serve both as portfolio and as a place for some observations. Sometimes I will provide the source code of my works in the hope that will help you. You can contact me at baldacci85[at]hotmail.it.
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