Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Aug 04, 2013 2:31 am Post subject:
Voxel Section Editor III and SIBGRAPI: The story continues.
Subject description: A new scientific article about Voxel Section Editor III.
Hello ladies and gentlemen. Sorry for the silent days in the news. I've been busy with a lot of things related to my real life. One of the things is also related to Voxel Section Editor III. For a couple of years, we've been researching means to convert voxel models from VXLSE III and place them into new games as 3D polygonal models, with textures, etc. Of course, we still have a long way ahead to acheive this goal. However, I'm proud to announce that our method to obtain triangle meshes (with colored vertices and normals per face) has been recognized by the computer graphics scientific community in South America as one of the full papers published at SIBGRAPI 2013. This is one of the strongest international conferences in computer graphics at South America. In this year, it should happen at the city of Arequipa, in Peru. And it starts on monday.
The name of the paper that I'll present there is Polygonal Mesh Extraction From Digital Voxel Art. And here's the abstract:
Quote:
This work presents a method to extract polygonal surfaces from volumetric models created by artists, proposing a way of using voxel modeling tools to build B-Rep models.
The volumetric data created by voxel editors usually contain topological features that do not describe solid structures. Hence, the main objective of this work is to solve the problem of extracting triangle meshes from volumes that contain these topological features.
In order to extract surfaces successfully, a methodology was conceived to resample any volumetric model, in a way that it is possible to reconstruct a tridimensional manifold that can be polygonized without generating a surface with gaps or topological problems.
The meshes generated by this technique have good properties, satisfying some of the main criteria used to measure the quality of meshes, such as aspect ratio, smoothness and skewness.
And this is just the first step, of course. Right now, I've just packed my stuff and I'm going to the airport. This month will be insane for me and Arequipa is just the start of it.
The paper should be available for the public by the end of the event.
In a short note, this is not the first time I managed to publish something on SIBGRAPI, for those who remember this. QUICK_EDIT
I think congratulations are in order, and best of luck in achieving what would be a major advancement in 3D rendering technology in general. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Aug 05, 2013 2:36 am Post subject:
First of all, thanks guys.
Second... Errrrr... it is South America (continent). The conference is in Peru (country), at the city of Arequipa. South Africa is a country in Africa (another continent), very far... far away from Peru.
The best papers will be invited to publish an extension in a strong scientific journal. I don't know exactly which one (it changes every year). QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Aug 05, 2013 3:49 am Post subject:
Btw, I'm already at Arequipa. It's hard to speak spanish (castilian) here. Nobody understands portuguese (ok, there are few exceptions)... so I'm trying to survive with english here, because it is much easier to understand their english than their own native language.
It's funny, because in Argentina, Paraguai and even USA, we can speak portuguese, people reply in spanish and everyone understands each other... lol QUICK_EDIT
Wow, congrats Banshee. It's great when hobby and profession work so well together.
Spanish and Portuguese are very similar, and most people can understand each other, except they speak a strong dialect. But then they might not understand each other, even if they speak the same language. (e.g. strong bavarian accent is impossible to understand for a standard German speaking person)
When you learn Portuguese/Spanish it already helps if you can speak French fluently as many words are very similar here too. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Aug 06, 2013 3:49 am Post subject:
@LKO: Yea, you are right. My friends here said the same thing. Their different accent/dialect and expressions and their tradition to speak fast makes my job to understand them quite hard. The influence from Incas and other quechua speaking civilizations have influenced them a lot, not just culturally, but in terms of language as well.
@ViPr: I've never used OpenMP in my life. I've done few things with OpenCL and that's all. QUICK_EDIT
Banshee, you should be using it for everything. I'm surprised the scientists are not demanding that you use it for these highly scientifically advanced projects.
I can't decide whether I should use OpenMP or OpenCL. I think OpenMP might be better but strangely hardly anyone seems to be talking about it. Maybe it is because it doesn't work on GPUs yet, or maybe it is because OpenCL has many already pre-built program modules for lazy incompetent programmers to use. I don't know. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Aug 07, 2013 2:22 am Post subject:
@ViPr: Scientific community seems to be using more CUDA than any other solution. I think nVidia lobby is being quite strong with that, since CUDA is only compatible with nVidia hardware. CUDA is also more simple for the hardware itself, which makes it faster than other solutions, although it is more restricted than OpenCL, which allows single program multiple data solutions. OpenCL is also popular, but not as popular as CUDA. At least not in the many papers that are being presented at SIBGRAPI and other strong computer graphics symposiums.
@Team Black: Peru has Pisco. But I do not want to drink alcooholic drinks. QUICK_EDIT
CUDA should not be used since it works only with Nvidia. Anything proprietary like that must be shunned by everyone. When I get the chance, I will remove DirectX from my program. I don't use Direct3D, but I use other aspects of DirectX. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Aug 07, 2013 11:59 am Post subject:
Congratz and respect Banshee.
Regarding this CUDA - OpenCL thingie... as far as I know (and sadly I only worked with CUDA via Cudafy so far), OpenCL so far couldn't mature enough to be used for mainstream usage.
While CUDA is only-NVidia stuff, the fact that it works and completed seems already valid for me for usage. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Well I absolutely refuse to use CUDA. It has to be OpenCL or OpenMP for me, and I cannot decide between them because I'm seriously confused about why both of them exist instead of just one of them. QUICK_EDIT
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