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# binsansballs

Member Since 07 Oct 2012
Offline Last Active Dec 15 2013 12:35 PM

### Lighting models...

30 November 2012 - 07:57 AM

Hi,

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?

### still on normal mapping...

07 November 2012 - 07:01 AM

Hi,

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?

### gaussian curvature on a 3D mesh

02 November 2012 - 02:52 PM

Hi all,

I need obtaining the gaussian curvature for a 3D mesh (stored in a .obj file).
I looked for some code online, but without finding anything useful.

Any hint -- an already existing implementation or some suggestions for starting writing a code by myself?

### feathering weights for texture blending

25 October 2012 - 03:17 AM

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?

### starting with facebook apps in python

24 October 2012 - 03:21 PM

Hi all,

I'm really a newbie -- sorry for my question.

I'm trying to run a simple facebook app in Python using GAE: