surface_splatting
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non-normalized tangent vectors
Hello sir, can you please explain to me how you exactly computed non-normalized tangent vectors u and v
Are you referring to the computation of u and v for triangles?
https://github.com/sebastianlipponer/surface_splatting/blob/c376d6ce0058d0aa6a3e52ac2270913e0be3e1e4/surface_splatting/main.cpp#L109-L167
yes the t1, and t2 ? and is it possible to compute it if we are not loading a triangular mesh. ?
Whats the actual representation of your input geometry?
The code above converts a triangle mesh to a point based representation by computing the circumellipse for each triangle of the triangle mesh. The vectors t1 and t2 are the ellipses semi-major and semi-minor axis.
While the code allows you to render a triangle mesh using surface splatting in meaningful way, the resulting point based representation is certainly not an optimal reconstruction of the given input geometry.
You may want to use a full-blown point-based surface reconstruction algorithm. For example the technique described by Wu and Kobbelt [1].
[1] Optimized Sub-Sampling of Point Sets for Surface Splatting