Auto-retopology algorithms compared
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 From:  amur (STEFAN)
8817.13 
Hi Metin,

to give you a better overview what to do... first install Apple's Developer Tools and it' command line utilities + CMake.
Once done install a package manager like MacPorts or Homebrew, to install the listed dependencies.

After that you simply follow the steps outlined on the Github page to download/compile and use the program.

Hope this helps.

Regards
Stefan
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 From:  amur (STEFAN)
8817.14 
Hi Ken,

the link you give refers to Instant Meshes, which Mentin and i have mentioned.
Instant Meshes however creates more singularities in polygon meshes than
QuadriFlow, hence the reason why i posted this.

Regards
Stefan
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 From:  Ken (OKURO)
8817.15 In reply to 8817.14 
Hi Stefan,

many thanks for clarifying this issue and apologies for being late !

best wishes
Ken
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 From:  Metin Seven (METINSEVEN)
8817.16 In reply to 8817.13 
Thanks Stefan!

I'm afraid this is a bit too much hassle for me. I've always avoided going the Homebrew route. Back in the good ol' Amiga days I loved to dive deep into such things. Nowadays I've developed enough patience to wait for an easily usable implementation, without hacks and workarounds. :)

But I'm eager to use it as soon as there's a GUI or integration, maybe into Blender. I've started a topic at the Blender Artists forum about it:

https://blenderartists.org/t/new-quad-auto-retopology-algorithm/1124406

If you respond to the thread, it will be bumped up to the top of the thread list again. ;)

Regards,

— Metin

———————

visualization • illustration • animation • 3D design — metinseven.nl

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 From:  Metin Seven (METINSEVEN)
8817.17 In reply to 8817.11 
Hi Michael,

OK. I thought it could be an ideal algorithm to implement with regard to your plans for polygon to NURBS conversion inside MoI.

I was thinking of an import dialog offering to retopologize an imported polygon mesh using the algorithm, and add the option of subdivision like in the tools by Max, comparable to Stefan's bunny test.

On the other side, the algorithm could offer perfect quad-poly topology output inside the mesh export dialog, ready for subdivision in a polygon-based 3D editor.

Regards,

— Metin

———————

visualization • illustration • animation • 3D design — metinseven.nl

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 From:  Michael Gibson
8817.18 In reply to 8817.17 
Hi Metin, from a quick glance it looks like it's more oriented towards processing organic shapes. I'm not sure what would happen if you tried to feed it a CAD model with a mixture of large and small features in it.

- Michael
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 From:  Metin Seven (METINSEVEN)
8817.19 In reply to 8817.18 
Good point, Michael.

Looking at the Siggraph paper...

http://stanford.edu/%7Ejingweih/papers/quadriflow/quadriflow.pdf

... the algorithm includes a sharp edge detection feature:

Regards,

— Metin

———————

visualization • illustration • animation • 3D design — metinseven.nl


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 From:  amur (STEFAN)
8817.20 
Hi Metin,

I understand. ;-) Maybe this topic should be posted at the 3D Coat forum, because
i think they have also Instant Meshes now included in the latest beta(s) of 3D Coat.

Maybe Andrew is faster than the Blender folks?!

Regards
Stefan
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 From:  Metin Seven (METINSEVEN)
8817.21 In reply to 8817.20 
Good suggestion, Stefan, thanks. I'm going to post it at the 3D-Coat forum as well.

Regards,

— Metin

———————

visualization • illustration • animation • 3D design — metinseven.nl

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 From:  Michael Gibson
8817.22 In reply to 8817.19 
Hi Metin,

> ... the algorithm includes a sharp edge detection feature:

Yes that probably helps some CAD models from just being completely destroyed but I'd think that having a uniform size output is not going to work well with many mechanical objects.

It would be good to see the result on something like this for example:
https://grabcad.com/library/engine-v-twin-4-valve-heads-1

In the paper there is one screenshot of a motorcycle that was converted and it looks pretty weird to me, many areas are mutated pretty significantly.

This isn't to say at all that it's not a useful tool when used where it is intended.

- Michael
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 From:  Michael Gibson
8817.23 In reply to 8817.19 
Hi Metin, I've attached an example CAD model here (taken from https://grabcad.com/library/ngoc-mai-tug-boat-1), it would be interesting to see what the output is on these:



- Michael

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 From:  archetype (FABIENF)
8817.24 
Hi Michael,

I've ran your example through QuadriFlow using these parameters:

quadriflow -i examples/Untitled.obj -o examples/untitled_quadriflow.obj -f 3200

The result is pretty bad, and that's an understatement (first one comes from N-gon OBJ, the second from Tri OBJ):





Adding the -sharp option gave me a segfault on the first, and abort trap error on the second run. So no results at all.

Too bad ...

- Fabien

EDITED: 30 Aug 2018 by FABIENF


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 From:  Michael Gibson
8817.25 In reply to 8817.24 
Hi Fabien, thanks for testing it. That definitely shows to me that it would be really weird to try and bundle that directly with MoI, since that's the kind of stuff that MoI is good at making.

And that doesn't mean that QuadriFlow is bad, just that it is not intended to work on CAD models.

It's also really cool that the authors set it up to compile on multiple platforms and released it under a permissive license as well.

- Michael
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 From:  Metin Seven (METINSEVEN)
8817.26 In reply to 8817.24 
Come on guys, this algorithm turns technical models into art, what more could you ask for? ;)

OK, I'm convinced. Please keep your polygon mesher as it is, Michael! :D

It's a pity though. For a moment I thought Quadriflow could form the ideal connection between NURBS and quad-poly subdivision modeling.

Regards,

— Metin

———————

visualization • illustration • animation • 3D design — metinseven.nl

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 From:  Michael Gibson
8817.27 In reply to 8817.26 
Hi Metin, yes over the years I have learned that you often need to take research paper results with a grain of salt, you can't just assume that the results that are shown apply to every situation. Which is fine though, it shouldn't be required that only things that give perfect results in all cases should be published.

But adopting it as a built in feature that users will get surprised by when they use it is a pretty different matter.

- Michael
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 From:  Metin Seven (METINSEVEN)
8817.28 In reply to 8817.27 
Agreed!

Regards,

— Metin

———————

visualization • illustration • animation • 3D design — metinseven.nl

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 From:  amur (STEFAN)
8817.29 
At least it works good with organic shapes and maybe they improve it for hard surface cases.

Regards
Stefan
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 From:  Metin Seven (METINSEVEN)
8817.30 In reply to 8817.29 
Hi Stefan,

Quadriflow is definitely worth keeping an eye on.

Did you get the sharp edge option to work? I'm curious how different hard-surface models are retopologized with that option.

Regards,

— Metin

———————

visualization • illustration • animation • 3D design — metinseven.nl

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 From:  amur (STEFAN)
8817.31 
Hi Metin,

i exported from MoI as high-density triangle mesh and was able to
use QuadrFlow with the -sharp option on the first model. But in
QuadriFlow i used also a higher poly count setting. The second
model failed here too. But for me it makes not much sense to
use also a high poly count setting, to only have many small quads.

But this is no problem for me, because i have ZBrush, in case
i need to auto-retopo a CAD mesh... :-)

Regards
Stefan
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 From:  chrisd (CHRIS_DORDONI)
8817.32 In reply to 8817.31 
I'm not aware of any auto-retopo process for CAD meshes in ZBrush, can you elaborate? I was under the impression using poly groups was required for good results, which means a lot of manual work to break up the surfaces.
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