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binsansballs

Member Since 07 Oct 2012
Offline Last Active Dec 15 2013 12:35 PM
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Posts I've Made

In Topic: gaussian curvature on a 3D mesh

04 November 2012 - 07:31 AM

Actually, MeshLab seems to support also gaussian curvature...
And Gaussian curvature calculated on my 3D model, rendered in MeshLab, looks fine.

I'm totally new to MeshLab so, I was wondering if it would be possible to export by an obj file the model just rendered in MeshLab.
In other words, I'd like to export an obj file where the texture corresponds to the gaussian curvature values just calculated -- not to the original
texture map of the scan.

In Topic: [matlab] vector-valued functions...

12 October 2012 - 02:29 PM

Thank you, this was exactly what I was misunderstanding!
Unfortunately, in my actual code, I can not use the first solution you suggest (the introduction of a second function would be
problematic). And for the second approach... I tried something similar but it gave me some problems since I had to iterate on
cell arrays, not on simpe arrays:

If x is a cell array, I can not use the syntax x{1:3}...

Anyway, thank you again. On Monday I'll test the function again and give you a feedback!

In Topic: [matlab] vector-valued functions...

12 October 2012 - 10:24 AM

One moment. I think I'm really misunderstanding something about lsqnonlin...

I've got problems even with this simple code:

opt = {3};
for i = 1 : 3
opt{i} = @(x) x^i;
end
[r resnorm] = lsqnonlin(opt,10);

the error is

FUN must be a function or an inline object;
or, FUN may be a cell array that contains these type of objects.

but class(opt) returns me a cell...

In Topic: [matlab] vector-valued functions...

12 October 2012 - 01:27 AM

I haven't completely understood what you are trying to achieve. What about
[source lang="plain"]opt_r = @(x) orig_r{1:num} * x(1) - other_r{1:num} .* x(1:num);[/source]
To define vector valued functions you should usually either directly define a new vector with the square braces notation or use vector operations on vectors/matrices.


The problem still remains (since it is in .* x(1:num)).

Say num = 3.
x would be a vector of size 3, and I'd like to have:

opt_r = @(x) orig_r{2}.^x(1) - other_r{2}.*x(2) + orig_r{3}.^x(1) - other_r{3}.^x(3)

In Topic: approximate normal mapping...

09 October 2012 - 05:46 AM

@Kaptein: yeah, it is exactly a "too few vertices" problem. Unfortunately, the number of vertices I should consider may noticeably vary from a zone to another on the surface mesh (e.g., on the face I need less vertices than on the torso); further, considering a huge number of vertices is very time consuming.

@Lauris: sorry for my "newbie" question... Very shortly, how do you use the three values you mentioned (location of the surface point, location of the point in mesh geometry and normal at that point) in order to set a pixel value in the bump map? i

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