Retopology is the process of converting high-resolution models into something much smaller that can be used for animation. It can be a difficult process, but the basic idea is to create another mesh that simplifies the original HD asset.
This process is usually done manually with tools like Retopoflow, a superb addon for blender. The source code is available on github.
The result is perfect if you are ready to spend several hours to redraw all the geometry.
Even if the retoplogy was not as good as the one below, it is was good enough for game engine.
This process is time consuming and must be done once the mesh is finalised. This does not fit fast prototyping requirements.
To test high density meshes (scans for instance) in a game engine for instance, it’s far too slow to redraw the surface of each object.
Instant Meshes is a life savior in this scenario: even if the simplified mesh is not as good as a manual one, the time improvement is enormous. In 10 to 15 minutes, the software will generate a relatively good mesh.
Instant meshes uses a smooth algorithm that optimises edge alignments, represented in the UI as strokes running along the mesh.
- Scientific paper form ACM Siggraph Asia 2015: https://igl.ethz.ch/projects/instant-meshes/instant-meshes-SA-2015-jakob-et-al.pdf
- Official website: https://igl.ethz.ch/projects/instant-meshes/
- Github repository: https://github.com/wjakob/instant-meshes
workshop de 4 jours donné à imal cet été, du 30 juillet au 2 août
au programme: webserver & pyton, un peu de video processing (évidemment) et un passage rapide dans pygame
The interface is minimal: after creating an account, you are invited to pick and start from an existing “image” or start one from scratch, edit its genes, weight them or mix two existing configurations.
Above, a series of images showing the evolution of a configuration, from left to right. The strange blobfish of the first image is a mixture of these images:
The blobfish image is a child of an image by Mark Grim (see below), that was already containing these genes: assault rifle, bell cote, hard disc & rifle.
The blobfish has different weights and more genes: shield, tank, hay & gyromitra have been added.
The lineage of the image is accessible via the diagram icon next to the image. https://ganbreeder.app/lineage?k=458988992ead957348015680
The question of “who is the author of the image” is problematic here. First of all, you can not add images of your own to the process, only a predefined set of genes is accessible. These genes are already GAN generated images. The process has been built upon Tensorflow, turned into a webservice thanks to NodeJS & a PostgreSQL database, all being open-sources tools.
Another important aspect of the proposition is that new series can be based on images bred by anybody in the website, without any restriction! This kind of practice is common in developers platforms such as github or gitlab What’s special with Ganbreeder is to apply this way of collaborating to image creation, allowing anybody to fork the work of someone else and deform it. Obviously, the whole site system is available on git under GPL v3 license, closing the loop by ensuring that the tool AND the results are and will stay libre.
When you go to the download interface, a license is attached to the different resolutions:
- CC BY 4.0 for thumbnails;
- CC0 for high resolution (1024×1024, small high res);
- And an unclear “Upscaling included” when printed.
Ganbreeder is also proposing a new approach to collaborative image creation. Via a simple interface controlling a complex process, Joel is merging intimately the highly statistical approach of a computer to the human intuition. As a user, you can not fully grasp the influence of each gene and its weight, and the computer processing the image does not have any consciousness of why it is doing it. Program and human brain are really collaborating to the creation of the images, instead of competing for control or victory. There is no clear goal here, and the way Joel has architecture the breeder is a way to review what we think the work of a creative professional is, or how can it be different with this kind of algorithm to help you.
Garry Kasparov have done something similar 20 years ago. After loosing against Deep Blue in 1997 , he conceived a blended approach of computer in chess: instead of confronting human to computer, he built up human-computer team competing with other human-computer teams, humans or computer only.
He called this Advanced Chess or Centaur Chess .
As Kasparov, Joel is not trying to beat the computer but imagine a much smarter approach of technique: let’s work together with computer for what they are good at, which is making the human part even more important and visible!
Some screenshots of the work of Ian MacLarty, an australian experimental designer. There are superb transitions between the landscapes! (horizontal artefacts are due to my screenshot software)
Bonus: screenshots of Vertex Meadow, a configurator/explorator of generated landscapes.
it ends up with opensubdiv, running on all desktop platforms! SUPER easy to install and to compile!
git clone email@example.com:PixarAnimationStudios/OpenSubdiv.git cd OpenSubdiv/ mkdri bin cd bin cmake -G Xcode -D NO_PTEX=1 -D NO_DOC=1 \ -D NO_OMP=1 -D NO_TBB=1 -D NO_CUDA=1 -D NO_OPENCL=1 -D NO_CLEW=1 \ -D GLFW_LOCATION="YOUR GLFW INSTALL LOCATION" \ make
enter in the bin directory and launch the demos 🙂
[ok, i have all the libs to compile this installed, but who will try this with being used to compilation :)]
Frederik Vanhoutte is sharing the source code of his drawing!
iso190522 – the system behind my iso plots. Processing code, including the library, Java source code, and examples. Creates PDF files optimized for line plots.source: https://twitter.com/wblut/status/1131278568057692164
- github account: https://github.com/wblut
- official website: http://www.wblut.com/
- twitter account: https://twitter.com/wblut/
all images are property of Frederik Vanhoutte
After several hours of adjustments in blender, platypus has now more control points. As shown in the image above, mesh is controlled by invisible edges, acting as rubber bands.
Playing a bit longer with group shrink and control points, and the model is really changing shape
A crazy asian human. Here is some of his shit.
main website: http://luyang.asia
So proud to present the first machinima made by the french artist Isabelle Arvers with GodotEngine!
What I super enjoyed with Godot is that in less than 4 hours and the help of François, I was able to create an abstract sea with the colors of the sun and the sky, as well as the horizon as I exactly wanted, I understood some concepts that aren’t familiar to game dev beginners about 3D objects and how they rely on light and physics. Finally, as I am, for the moment, still mainly a machinima person, I barely understood camera movements and was able the day after in the train driving me back to France to make my first machinima abstract sea in Godot.by Isabelle Arvers, source: http://www.isabellearvers.com/2019/05/godot-day-in-brussels/
I became autonomous in abstract sea machinima making in less than 1 day, which is amazing for me! I didn’t find the interface too hard to understand but so much appreciated to be supported for the first steps of this discovery. Especially to be able to do exactly what I wanted to do and not to have to follow so many different tutorials before to get to the point I was interested in.
- Isabelle Arvers website: http://www.isabellearvers.com
- Vimeo: https://vimeo.com/isabellearvers
- Twitter account: https://twitter.com/zabarvers
Marc ten Bosch seems to be particularly interested in the 4th dimension, its narrative & interaction potential. He has made several releases, see below for all links.
- main website & blog: : http://marctenbosch.com/, http://marctenbosch.com/news/
- 4D Toys: http://4dtoys.com/
- Miegakure: http://miegakure.com/
- Youtube channel: https://www.youtube.com/channel/UCNqSF-tYoFYFxa7aayp_wiA
The game is based on tesserakt 4d engine, a custom game engine. The only mention of it i found online is an article in gamasutra.