A new kind of interpolated surface/boundary representation structure is needed in Cartesian space that has similar operability as subdivision surface, and it should have following additional features:
Ability to restrict and adjust the range of influence of control points.
Allowing constraints on control points to alleviate labour associated with adjustments.
The topology should support layered detail levels to allow gradual refinements of geometry features.
Gradient between different layers of geometry features should be smooth and with restricted and controllable border of influence.
Allow adjustments to any layer of geometry features to affect later layers which have based their shapes upon the layer being adjusted.
Intersection features be not represented as fit/approximation of intersection lines from discretized geometries.
Not allowing topologies that are generated procedurally. If necessary, then the result is always editable.
Main Definitions
"Wu-Surface" is a type of free form manifold mesh topology data structure that is researched in current project that 1) allows curved surface interpolation with at least G1/C1 continuity, 2) can process control point constraints at topology level, 3) uses T-junction to represent spatial transition on level of detail of the control mesh and 4) has dependency based layered topology representation.
"T-junction" is a certain type of topology that describes the process of adding control point(s) that are special on one edge of a polygon and connecting them to 2 or multiple rows of additional faces, the subdivision center of the polygon is kept and the smooth interpolation between original polygon and new geometries are achieved.
I met up with some old friends who's either in VFX or gaming industry. A lot of interesting discussions there. Old traditional VFX industry is not doing very well here (I guess probably it's the same everywhere), and some of our friends wanted to move to making games, likely in a small studio, which can bring more expressive storytelling, and also a smaller team can mean everyone felt that the project "belong to them" instead of feeling like a cog in a wheel. This mentality has been stronger overall compared to the previous year. Looking forward to see how this would turn out.
I finally visited Huaqiangbei electronics market again! Last time it's like 7 or 8 years ago. The place is more organized now, and when I check those consumer devices and OEMs, those have even better services for packaging design and marketing overseas. And guess how much these "Dyson" hairdryers cost :D (15$ and 9$ each, and they now have their own brand with original designs, which costs like 20$ for a whole set, all the same control logic and same turbine blower)
Also... Some people may already know that I was doing a 3d print project on the side which is this prop gun I designed, the 3d print was finished when I was in Shenzhen, now I got it back, and it was Awesome, just need to spend some time spray paint it and assemble and do electronics and programming the RP2040 and etc etc... It's close to 10kg because I was dumb and didn't save enough materials, but at least it's sturdy. Mentin suggested that I should post this to Blender Artists forum, maybe I'll do it this weekend, because I still got a ton of work stuff on Blender side needs to be finished lol.
BTW this was the project that prompted a potential mesh CAD research that I also brought up to Francisco in Shenzhen Briefly. So far don't have time to go deeper tho. Maybe I'll do something with it next year. AND writing papers? hummmm...
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