![]() The non-manifold model guarantees that the surface meshes of neighboring solids are identical at their interfaces since they are built from the same surface mesh of the mutual double-sided face. Based on this surface mesh, the volume mesh can then be created afterward. Once this is done, the edges and faces of the model can be meshed in a first step. This intermediate operation converts coincident faces from two solids to a single common double-sided face. The typical solution to this problem is to create a "non-manifold" simulation model first. If the meshes were created independently for both blocks, the meshes might become inconsistent at the interfaces. The following picture shows two blocks touching each other at one of their faces. The solution methods require consistent meshes at the interfaces of different parts in order to set up the matrix equations correctly. ![]() Let us assume that a model consisting of several parts needs to be meshed. Surface and Planar).įirst, we explain the basic procedure of creating a tetrahedral mesh. Similar considerations apply to other unstructured mesh types (e. The following section focuses on the principles of unstructured volume mesh generation (e. Tested on Windows, with Nvidia GPUs (GTX 1070, GTX 1080, Quadro M2000).Mesh Generation Overview (Tetrahedral) Mesh Generation Overview (Tetrahedral) Unstructured Mesh Generation If the texture mapping doesn’t work properly, select the curve textures and re-bake. For details, see “Assets\Resources\ShaderLibrary\BrushToolBox.hlsl”. I removed stamping (similar to paint brush in Photoshop) style, only kept the sweeping (similar to brush path in Illustrator), since the branch for stamping is kind of messy. You can tune some basic parameters (brush texture, width, etc.) at Main Camera - Line Drawing Panel. Hence, strokes can change quickly under animation in this version. Due to its massive complexity, I decided not to upload the newest branch. I’ve worked over a year on an real-time optimizer for smooth stroke animation. Multiple meshes is also possible, but I’m too lazy to deal with the mesh api in Unity. However, in theory, it can be adapted for a skeletal mesh easily. Open “Assets/Scenes/SampleScene.unity” Ĭurrently only support to render a single static mesh.Official: Core RP Library, Universal RP, Unity UI, Mathematics.Open the project, following packages are required:.Download and install Unity Editor 2021.2.11f1 (from Unity Hub or here).Make sure that your hardware supports DX12 and HLSL Shader Model 6.0.StrokeGen is a research prototype, developed in Unity Engine, with its Universal Render Pipeline.Īll runtime procedures are implemented on the GPU with HLSL (mainly compute shaders). Produces stroke curves comparable to these CPU-based approaches.High efficiency: only costs 1ms for mesh of 300k tris, under 1920x1080 screen resolution.Reaches up to 800x acceleration over CPU-based offline alternatives ( Pencil 4, Line Art, Freestyle, Active Strokes).Implemented as a prototype of our paper “ GPU-Driven Real-Time Mesh Contour Vectorization” at EGSR 2022. StrokeGen, a real-time method to generate 2D curves from 3D mesh’s contour, No existing GPU-based NPR method (inverted hull, post-processing, etc.) can generate stroke curves, essential for expressive line drawings. StrokeGen: Realtime Contour Curve Generation
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