You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
coming from the ASWF presentation you gave the other day. Thanks for putting that together, that was really insightful and gave a nice overview of what is going on. I actually have a feature idea lying around for quite a while:
In 3D printing (research) you quite often end up with asymmetric voxels due to the way the hardware is build (e..g 150x300x421 dpi printer resolution). This is generally not a problem for openvdb grids, but the voxelization step in MeshToVolume.h can only work with symmetric voxels.
in meshToVolume() takes only the x component which is then used from there on.
I believe adding this support would involve passing the full 3 component voxelsize to all functions & operators and modifying the 7 occurrences of lengthSqr (where indexSpace == distanceSpace is assumed) to compute the correct distance values for the (signed) levelset / distance field.
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
-
Hi,
coming from the ASWF presentation you gave the other day. Thanks for putting that together, that was really insightful and gave a nice overview of what is going on. I actually have a feature idea lying around for quite a while:
In 3D printing (research) you quite often end up with asymmetric voxels due to the way the hardware is build (e..g 150x300x421 dpi printer resolution). This is generally not a problem for openvdb grids, but the voxelization step in MeshToVolume.h can only work with symmetric voxels.
Specifically this line
openvdb/openvdb/openvdb/tools/MeshToVolume.h
Line 3162 in af1e425
meshToVolume()
takes only the x component which is then used from there on.I believe adding this support would involve passing the full 3 component voxelsize to all functions & operators and modifying the 7 occurrences of
lengthSqr
(whereindexSpace == distanceSpace
is assumed) to compute the correct distance values for the (signed) levelset / distance field.What do you think?
Beta Was this translation helpful? Give feedback.
All reactions