Just read through all your stuff, the UV unwrapper is very cool. Do most people use it with 3d paint tools? It seems the small disconnected bits would be hard to paint by hand.
some thoughts/questions:
- Do you use a library for packing? This alone is a lot of work. Since you write in C, are you using boost polygon or CGAL for the computational geometry algorithms?
- Have you thought about a data-driven approach? Unwrap and packing are geometric operations, but seam marking/segment classification may be amenable to an ML-based method (specifically the spectral graph CNN that came out recently). This seems like the largest hurdle to more "human-like" unwrapping but I'm only a hobbyist so this could be way off base.
I'm almost tempted to create a competing product, but alas I already have a startup in a different domain : ]
I don't use libs for anything. I write everything from scratch. Not having any dependencies is a huge win for many of my customers. You can find some of my source at gamepipeline.org
some thoughts/questions:
- Do you use a library for packing? This alone is a lot of work. Since you write in C, are you using boost polygon or CGAL for the computational geometry algorithms?
- Have you thought about a data-driven approach? Unwrap and packing are geometric operations, but seam marking/segment classification may be amenable to an ML-based method (specifically the spectral graph CNN that came out recently). This seems like the largest hurdle to more "human-like" unwrapping but I'm only a hobbyist so this could be way off base.
I'm almost tempted to create a competing product, but alas I already have a startup in a different domain : ]