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原始链接: https://news.ycombinator.com/item?id=43961597

Hacker News 上的一个帖子讨论了一篇新论文,“隐式 UV:隐式曲面的实时半全局参数化”。这篇论文提出了一种为隐式曲面生成 UV 贴图的方法,这是该领域当前关注的一个主题。 一位评论者 whizzter 指出将该算法与现有创作工具集成可能面临的困难,并质疑当隐式模型发生变化时,特别是当不相交的曲面合并时,UV 贴图将如何表现。 论文作者 baptiste-genest 回应说,UV 系统在这种情况下如何表现取决于它在构造实体几何 (CSG) 树中的位置。他们强调了该方法的优势在于其隐式输出使其与 CSG 管道兼容。 其他用户表达了对这篇论文相关性的兴奋,并赞赏它将理论概念和实践实现相结合。另一位用户 kaoD 寻求关于修复由平面 SDF 位移引入的瑕疵的建议。有人建议取两个 SDF 域的最小值,或者调整光线步进大小。

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  • 原文
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    Implicit UVs: Real-time semi-global parameterization of implicit surfaces [pdf] (baptiste-genest.github.io)
    50 points by ibobev 1 day ago | hide | past | favorite | 9 comments










    Interesting paper for someone fiddling with implicit surfaces, but it's gonna take a little while to digest it. Also there's no examples of resulting UV maps used in this (while on-model painting is simplified, afaik classically artists still preferred to get clearly delineated maps to modify in regular painting software even if stuff like Substance painter seems to have shifted that).

    Implicit surface modelling tools are still evolving quickly, and one point that seems overlooked is how this would tie with authoring tools (since this is about a fairly raw numeric algorithm solution).

    Post-modelling it should hold up, but would the maps retain similarity (or enable transferability) if the implicit model structure changes?

    Imagine 2 disjoint spheres in space, the user drags them together, would this algorithm want to merge the UV mapping of them if they are smoothly joined? (no sharp creases).



    Hi, I'm the first author of the article. Thank you very much for your interest in the method!

    For the 2 spheres, it's as you wish ! It depends on where you place the uv system in the CSG tree, if it is above a single sphere then it will remain on it, if it's above the union, the field should extent on both.

    The main interest of the method is the fact that the output remains implicit so one can easily plug it in a CSG pipeline.



    What a great paper. This paper is an example of why I find computer graphics to be the most interesting subset of computer science.


    Hi, I'm the first author of the paper. Thank you so much for your comment, it means the world to me!


    Great timing on this paper. I actually just started tackling a problem that is essentially exactly what is under discussion here (creating a coherent UV set for implicit geometry), so I'm very looking forward to reading it in depth.

    At a first glace through, it seems to be written at a good blend between concept and implementation followthrough, something that notoriously is not always there for CG papers :) And it's also refreshing to read something that is not neuro-AI-generation of this or that for a change!



    Related question: I'm coding a demo (as in "demoscene") and want to displace a plane SDF (think e.g. a heightmap) for raymarching.

    This produces some visible discontinuities in the plane at larger slopes. My surface is still at f(x,y,z) = 0 but the rest of the field is completely messed up. From the little maths I know, that is no longer an SDF because among other issues, it no longer satisfies the Eikonal equation mentioned in the article.

    Is there any way to fix this or am I SOL?



    You need to take the minimum of the two SDF fields in the surrounding region (up to the global context if you need to) if you want it to maintain an SDF. The minimum of two SDFs is always a new SDF.

    My suspicion is that the new plane isn't an SDF anymore, that is why you are getting artifacts or your ray marcher has problems with large scope angles, or something.



    See "Deformations and distortions" paragraph in https://iquilezles.org/articles/distfunctions/ where it suggests playing with the ray-marching step size.


    sdf(p + sin(p)*0.01)






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