Improved surface reconstruction algorithm

After many attempts I finally got a really nice algorithm for surface reconstruction, now the triangle density is much more uniform, is like a flow I may say πŸ˜›

Since a picture worth thousand words, take a look:

This is the raw output of the Reconstructor, without smoothing, curvature preserving and other post-process steps that further improve the result. This is just to compare against the previous solution the fundamental of the algorithm.

Note: Click on images to see them with better resolution πŸ˜‰

Original hole test, non uniform
Original hole test, uniform
Previous base reconstruction algorithm, non uniform starting mesh
New base reconstruction algorithm, non uniform starting mesh
Previous base reconstruction algorithm, uniform starting mesh
New base reconstruction algorithm, uniform starting mesh
New base reconstruction algorithm, with all post-process improvements activated

Hope you like it!

Improved surface reconstruction algorithm

Curvature interpolation or better surface reconstruction

Hi all πŸ™‚
Ok, this is a nice and very important feature πŸ˜‰ I have improved the algorithm to make the holes reconstruction more smooth and continuous , the artist will have some control over the “smoothness” of the reconstructed mesh.
It does not aim for a “perfect” reconstruction but instead for a “good enough” reconstruction as an artist tool. The reconstruction problem is a multidimensional one that has as many solutions as researchers have the field πŸ˜‰

I hope you like it!

Note: sorry for the bad screen capture, some codecs problems will solve soon πŸ˜›

Curvature interpolation or better surface reconstruction

CloseHoles , global and local versions

Hi all πŸ™‚

Closing a mesh has never been a trivial task, many research has been spent and as a result several approaches exists, with advantages and disadvantages, the price we have to pay for an unlimited complex world is that nothing is perfect but that is amazing in its own way too!
Back to subject, 2D cases are the simplest, yet a search for that will show a myriad of algorithms to perform a closing holes or to triangulate a polygon but things get even worse in 3D case. Since I knew I will face a huge offline time back in my country, Andrew suggest me that would be good to develop a robust closing holes tool.
Here is the first iteration of it, in order to keep it real time for sculpting, some compromises must be made, we don’t need a full and perfect reconstruction tool, because artist can tweak and adjust the result with other tools like smoothing and they ultimately should have the final word on how the hole should be filled, not the algorithm, but further improvements will be made down the road.
The tool is currently robust enough to close and fill almost any kind/amount of holes in any topology (tough sometimes results are not very beautiful in extreme holes) yet, surely it waterproof your models! be from importing existing models with holes or closing in-house holes πŸ˜‰ … or even to wipe out entire parts of the mesh! and for removing mesh defects … one step more toward topology freedom πŸ˜‰
In this video I show some artificial, yet difficult holes, and how the tools deal with them.
Hope you like it.

CloseHoles , global and local versions