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Good news everyone:
I substantially changed my Python heightfiled to triangle mesh
converter, img2mesh. Logically, new mesh structure had to be first to
come to my mind, so, not surprisingly, it took more than a year.
Surprising is rendering quality improvement - I expected it to be small
and, actually, tried new scheme just out of curiosity. However, it
appeared to be quite noticeable.
As an example, I attach a small rendering with source image. Source is
small text passed through some Gaussian Blur, and I deliberately made it
small, with font having thin diagonals, to get as many ugly artifacts as
possible. However, they appeared to look much less ugly than I expected.
Surely, I see facets at that one-pixel lines, but expected them to turn
into total mess.
Surely, with bigger original it looks pretty smooth.
So, after getting such a results with POV-Ray, I had no choice but spend
some time to change OBJ, STL and DXF exports as well, and now released a
new version, v. 3, of img2mesh.
Some previews and explanation:
https://dnyarri.github.io/img2mesh.html
Git repository:
https://github.com/Dnyarri/img2mesh
and release, beside sources, contain Win64 exe for lazy Windows users:
https://github.com/Dnyarri/img2mesh/releases/tag/3.14.19.10
So it goes.
--
Ilyich the Toad
https://dnyarri.github.io/
Post a reply to this message
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Ilya Razmanov <ily### [at] gmail com> wrote:
> Good news everyone:
>
> I substantially changed my Python heightfiled to triangle mesh
> converter, img2mesh. Logically, new mesh structure had to be first to
> come to my mind, so, not surprisingly, it took more than a year.
> Surprising is rendering quality improvement - I expected it to be small
> and, actually, tried new scheme just out of curiosity. However, it
> appeared to be quite noticeable.
>
> As an example, I attach a small rendering with source image. Source is
> small text passed through some Gaussian Blur, and I deliberately made it
> small, with font having thin diagonals, to get as many ugly artifacts as
> possible. However, they appeared to look much less ugly than I expected.
> Surely, I see facets at that one-pixel lines, but expected them to turn
> into total mess.
>
> Surely, with bigger original it looks pretty smooth.
>
> So, after getting such a results with POV-Ray, I had no choice but spend
> some time to change OBJ, STL and DXF exports as well, and now released a
> new version, v. 3, of img2mesh.
>
> Some previews and explanation:
>
> https://dnyarri.github.io/img2mesh.html
>
> Git repository:
>
> https://github.com/Dnyarri/img2mesh
>
> and release, beside sources, contain Win64 exe for lazy Windows users:
>
> https://github.com/Dnyarri/img2mesh/releases/tag/3.14.19.10
>
> So it goes.
>
> --
> Ilyich the Toad
> https://dnyarri.github.io/
Nice!
I checked your img using my own tools :)
I am going on your saI didn't apply the smooth triangles because otherwise I
would post tomorrow!me way ....
BR
giovanni
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.... and the STL
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On 21.02.2025 15:14, GioSeregni wrote:
> I checked your img using my own tools :)
> I am going on your saI didn't apply the smooth triangles because otherwise I
> would post tomorrow!me way ....
I don't use smooth triangles. Well, I have a couple of variants with
patches, but still not satisfied with it so have not released it to
public (and, taking into account my brain speed, will probably never
catch up to this turtle). Still miss something important regarding where
all these intermediate points ought to be...
--
Ilyich the Toad
https://dnyarri.github.io/
Post a reply to this message
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Ilya Razmanov <ily### [at] gmail com> wrote:
> On 21.02.2025 15:14, GioSeregni wrote:
> > I checked your img using my own tools :)
> > I am going on your saI didn't apply the smooth triangles because otherwise I
> > would post tomorrow!me way ....
>
> I don't use smooth triangles. Well, I have a couple of variants with
> patches, but still not satisfied with it so have not released it to
> public (and, taking into account my brain speed, will probably never
> catch up to this turtle). Still miss something important regarding where
> all these intermediate points ought to be...
>
> --
> Ilyich the Toad
> https://dnyarri.github.io/
I should implement the transformation in my tool immediately after the scan,
because the scan is ordered with adjacent pixels, and therefore the calculation
of the normals is fast.
If I had done it on my test with my other tool for varous meshes that searches
the entire triangle map it would have taken too long.
What I want to add in the scan code is to eliminate the anti-aliasing pixels
over the background in the bitmap I'm scanning, because it produces unwanted
effects in the generated solids.
Nice and accurate your site!
I also work on DXF - STL - POV - INC conversion ...
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