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[Texturing] Improve texturing quality on (low-poly) user mesh after retopology #677
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Mesh keeps uvCoords, normals, pointsVisibilities,.. attributes
Remove function arguments which became redundant (knowing Mesh has new attributes)
First "level" of pointer removed !
override sizeOfStaticVector for object (instead of pointer)
use simple objects inside functions (instead of declaring & deleting pointers) and use references
Modify functions to subdivide a mesh to update uv coords, and use it to texture a simplified mesh. WARNING: for now, all meshes with uv coords are subdivided & mesh subdivision assumes that the mesh already has uv coords. The texturing of a subdivided mesh only works for meshes with one texture atlas
Update _atlases and _trisMtlIds when subdividing a mesh : add new triangles to the right atlas (++ _trisMtlIds is now a std::vector)
- new structure for edges - subdivision based only on edges length - main_texturing save the simplified & textured mesh
new criterion for subdividing an edge : the edge on the retopo mesh must be longer than the local mean of edges length in the reference mesh bug fix : texturing a retopo mesh after Meshroom's uv generation
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TODO: remove |
- remap visibilities from dense point cloud instead of dense mesh - remap visibilities after mesh subdivision
Change subdivision parameters to use only one parameter and ensure that we do not create more vertices than the reference mesh/pointcloud
fabiencastan
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Dev/texturing retopomesh
[Texturing] Improve texturing quality on (low-poly) user mesh after retopology
Aug 12, 2020
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Description
Subdivide a retopo mesh for texturing efficiency.
If a mesh has been simplified, we subdivide it with corresponding new uv coords. This enables to make more fine grain decision on the best visibilities to use per triangle to create the final texture.
The subdivision method is based on edges length and mesh number of points. We create texture atlases for the subdivided mesh. Then, we return the retopo mesh with these texture atlases.
Features list
Implementation remarks
Rewriting of already existing methods to subdivide a mesh.