|
Video is in real-time
Maya c++ node based on hierarchical bundling algorithm, developed by Danny Holten and described here . Implementation of the algorithm was used by Manuel lima of visual-complexity to elegant effect here .
Curve straightening (see video) is lame attempt based on local weights only.Hence doesn't 'hold' original shape very well. Probably needs 'pinning'/anchoring of some cvs.duno.will fight that battle another day.yet another battle-for-another-day: spring based curve-relaxing.

Maya c++ node based on hierarchical bundling algorithm, developed by Danny Holten and described here . Implementation of the algorithm was used by Manuel lima of visual-complexity to elegant effect here .
Curve straightening (see video) is lame attempt based on local weights only.Hence doesn't 'hold' original shape very well. Probably needs 'pinning'/anchoring of some cvs.duno.will fight that battle another day.yet another battle-for-another-day: spring based curve-relaxing.

add comment
( 5 views )
| 0 trackbacks
| permalink
| 



( 3 / 142 )




( 3 / 142 )
|
|
|
|
|
|
update on minimal spanning trees videos are in real-time.
use of BOOST c++ template graph libraries within Maya plug-in, towards computing the euclidean minimal spanning tree of a set of points.The boost libraries implements both the Prim and Kruskal algorithm to compute the tree. Further, variation of the implementation is available as the Dijkstra shortest route algorithm
The lower video shows amateur attempts at implementing the algorithm using in c++ (left), in MEL (left) and a hybrid (middle).
The intention was always to achieve real time interaction, for the algorithm is useful towards path/route finding , calculating walking distances in a street network a la google maps etc. Evidently, none of the hack attempts were close to being real-time as opposed using the BOOST implementation that enables this.
Boost also includes other handy implementations to deal with graphs, and trees,statistical distributions et al.
use of BOOST c++ template graph libraries within Maya plug-in, towards computing the euclidean minimal spanning tree of a set of points.The boost libraries implements both the Prim and Kruskal algorithm to compute the tree. Further, variation of the implementation is available as the Dijkstra shortest route algorithm
The lower video shows amateur attempts at implementing the algorithm using in c++ (left), in MEL (left) and a hybrid (middle).
The intention was always to achieve real time interaction, for the algorithm is useful towards path/route finding , calculating walking distances in a street network a la google maps etc. Evidently, none of the hack attempts were close to being real-time as opposed using the BOOST implementation that enables this.
Boost also includes other handy implementations to deal with graphs, and trees,statistical distributions et al.
|
|
Wednesday, April 8, 2009, 03:29 AM - Maya.c++.api., Maya.general.modelling, Maya Code library, Research, papers
Posted by Administrator
drl unit tripPosted by Administrator
Images from collaborative design research paper with Victor Orive
_cover

_Prototype of team manifold (c) includes Maria Araya and James Warton.


WIP: branching plug-in for Maya. see previous post

|
|
Wednesday, March 11, 2009, 06:18 AM - Maya Embedded Language, Maya.general.modelling
Posted by Administrator
Posted by Administrator

Read More...
|
|
|
|
|
|
Tuesday, November 18, 2008, 03:59 PM - Maya.general.modelling
Posted by Administrator
Posted by Administrator

Feeling bored enough to render and fotoshop
|
|
Image various data-mapping on torus mesh: R - L : ambient light & self shadowing, normal-field, and shortestEdgePath lengths.

The data is visualised using the blindDataShader plug-in. The source code for the plug-in ships with the Maya installation. Prior attempts used the in- built blind Data Editor and polyColorBlindData methods. The plug-in seems to work faster, and allows greater control over managing color-space.
Mental ray rendering of 'colored' mesh is by converting blind data to ColorPerVertex and using mentalVertexColors shading utility node.
videois in real-time.
Read More...

The data is visualised using the blindDataShader plug-in. The source code for the plug-in ships with the Maya installation. Prior attempts used the in- built blind Data Editor and polyColorBlindData methods. The plug-in seems to work faster, and allows greater control over managing color-space.
Mental ray rendering of 'colored' mesh is by converting blind data to ColorPerVertex and using mentalVertexColors shading utility node.
videois in real-time.
Read More...
|
Calendar












