Closed lukkio88 closed 5 years ago
There are a couple of functions that compute UV coordinates - here's one of them: https://github.com/GeometryCollective/boundary-first-flattening/blob/23d8448a817f5175ebffd79f233076444b3a8d5e/project/include/Bff.h#L19 It might be a little difficult to understand what's happening by just looking at the source code, this website contains a link to the paper and talks that explain how BFF works: https://geometrycollective.github.io/boundary-first-flattening/
I read your paper (beautiful work by the way, thumbs up!). I just want to get an insight about some implementation details, if you could also point out the actual dependencies necessary to make your algorithm work. For example I assume everything GUI related isn't necessary, do you make use of the glm library for some of the math involved or do you solely rely on the LABLAS library?
Thanks! The two main dependencies are a mesh data structure and a linear algebra package. For this codebase, I rolled out my own mesh class and wrapped SuiteSparse & BLAS for linear algebra. It shouldn't be too difficult to replace these dependencies for your own (e.g. open mesh, eigen etc) without major changes to Bff.cpp. I plan to separate the algorithm and GUI into their own separate libraries and build a command line tool for the next version.
It's ok I already had a look at some of your source code. I prefer if it is self-contained, it's easier to build probably. But just to summarize the main sources are in the folders linear-algebra, mesh
and project
, is this all I need to build a wrapper that eventually runs your algorithm?
Yes, thats correct
Hi again, out of curiosity what is the class Spline.h for? in your viewer
folder, is it just for visualization purpose? Or is it used throughout the algorithm?
Hi, I find your technique interesting and I'd like to understand a bit better your code. Can you please point out the specific source file and if possible the specific function that actually perform the UV construction?
Regards