I'd like to render lighting effects for an indoor environment, where there are about 20 different light sources
You can roughly imagine it as a cinematographic set -- the subjects to be illuminated are mostly humans.
Currently, I simply model the light as a 9-values vector (by using a spherical harmonics representation).
Do you think it could be an appropriate model, or is it too poor?
I have two triangled meshes -- the one (say, A) at a higher resolution, the other (say, B) at a lower resolution.
I know normal and vertices coordinates for both (and texture coordinates as well).
I'd like to extract a normal map from the latter on the basis of the former.
I already have a mapping from the points of B's surface into the uv space.
I guess I have to calculate a tangent space for every * pixel * of B's map (on the basis of the corresponding point on
B's surface -- am I correct here?)... And ok, I know how to do it.
Then, for assegning each pixel of the map a color... How should I use the information I've got about A's geometry?
I have to merge (in 2D) images in order to obtain a high resolution texture map for human bodies.
My images correspond to the camera images provided by a 3D scanner: such images, taken from different views, represent (a part
of) the body plus the background.
I know how to map these images on a coherent map, but I need to obtain a full "seamless" effect when merging them -- namely, avoiding patch discontinuities due to different lighting conditions.
Blending techniques often follow a "feathering weight" technique: for each original 2D camera image, a feathering function f(x) is calculated
on image pixels x s.t. f(x)=0 outside the object and f(x) grows linearly to a maximum value of 1 within the object.
Any idea about how modeling f(x) by an appropriate function?
I'd like to run it locally (on localhost:8080), on sandbox mode. Everything seems to work fine, but upon clicking the Login button I can not see the "request for permission" popup -- I'm simply redirected to the same, Login page.