Showing posts with label inflation. Show all posts
Showing posts with label inflation. Show all posts

Monday, October 26, 2009

Triangle testing

Using area constraint: Triangle -a50zBP based on http://www.cs.cmu.edu/~quake/triangle.html by Shewchuk
Man-made heights
Triangluation

Wednesday, June 24, 2009

Hatching styles for popuped models




Randomly directions



The hatching direction is based on the ETF and the density is based on the shaded image.


Sunday, June 21, 2009

Stippling styles for popuped models

Experiences: It seems the spiral mask can do more precise control over the density in the space, but slower. The direction of the spiral mask has not much influence on the effects.
Randomly control the direction of the spiral mask.

Clockwise direction
Anti-clockwise direction


The rendered popuped model is merged from the original image and the lighted model by multiplication.


The popuped model after smoothing and doing process to the hair

(a)

(b)
The order of placement is based on the intensity of the rendered popuped model. The space of each stipple is based on the intensity.(a) and (b) have different lighting conditions.

Friday, May 22, 2009

Choose different diffusion for different areas

The next step is to control the initial condition and the boundary condition and to use different functions or different diffusion to model the surface.
xLDfr>en GoogleDicC
final , concluding , firm , ultimate , finale

Thursday, May 21, 2009

How to deal with narrow areas?

The original image
3000 iterations, 120 seconds
2000 iterations
After 500 iterations(32 seconds), pixels with height values between 0.1 to 0.000001 are shown in red. It means the narrow areas around the hair have a lot almost-zero heights.
500 iterations
100 iterations

Wednesday, April 29, 2009

Results after 10000 iterations and smoothing




The skeletons are obtained based on region boundaries after segmentation.

Problems for tracing the streamline based on ETF








Use a sphere to pop up each pixel on each streamline or just pop it up.

Problems: The length for each streamline is too short. How to get a long streamline?

Monday, April 27, 2009

Perturb the normal based on chosen texture and results based on NPAR2007 paper

After finding ETF and do DoG.
Texture




Problems for perturbation: it is not seamless at the boundaries.

Some intermediate results




Original







Lighted results(2000 iterations)






Connected skeletons