View Full Version : what's the arithmetic of unfold UVs?
12-30-2009, 03:25 PM
these days i try to dig into the UV coordinate, and try to learn more about it. that is, how each uvs konw its position value in UV coordinate after we apply unfold or similar function to them? used any kinds of iteration processing? to be honest, i'd never touched such area. so i search in google and highend3d, find no more useful information but bunch of standalone UV plug-in or software that are not open source.
so i eager want to know if anyone could help me, or information about any book ,any website that are detailedly explained the UV coordinate and compute processing
btw,i use maya,mel,and python. dont konw c++ yet..
12-31-2009, 06:14 PM
I think it works by matching, as closely as possible, the internal angles of the polygons to the internal angles of the UV 'polygons', whilst avoiding overlap. It probably works by iterating through each pinned UV and reorganising the faces spreading out of from that current pinned UV, presumably using a weighting amount so the changes cumulatively balance each other. I imagine avoiding overlap overrides the internal angle matching.
If you can't find anything related to these subjects (mathematically speaking) then I would start with Delaunay triangulation algorithms, these are iterative and 'aim' towards an ideal goal without failing if it doesn't meet them.
01-04-2010, 08:32 AM
cbamber85 :Hi,thanks for your reply .the story behind the UVs seems more complex than i thought ..
Is maya API or maya Python API possible to implement the UV unfold process? still desire more advice on this :)
01-04-2010, 03:51 PM
Please check this site, and I believe the source code is included.
Hope this helps,
01-06-2010, 07:32 AM
yeah ,the source code is included, that's very nice!
thanks a lot ! it's so kind of you :thumbsup:
01-06-2010, 01:04 PM
hope it helps.
01-06-2010, 02:04 PM
This (http://alice.loria.fr/index.php/publications.html?redirect=0&Paper=lscm@2002) I believe is the original paper it is based on.
01-06-2010, 02:04 PM
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