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new cube maps?


moska
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Nice....I wonder if this might allow Andrew to introduce a new structure for representing voxels in 3DC. Instead of having to resample a containment mesh, the voxels would have texture via this sysnthesis method. I'm not sure if the potential for speed increases is great or if this would take more calculations per brushstroke and more RAM. It seems like using texture map driven shaders, you could affect the volume with the texture settings within the shader.

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If Andrew could get a hold of the white paper, that would be great. This method of cube mapping would sure give the painting tools a huge ramp up for the fill tool, perhaps even how materials work too. I would love to see this in action in 3DC.

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My link

i found it from here,from the youtube channel of this guy.

i think he is german,or austrich or swiss and he has move to america working for microsoft

yeah,may be hes working on something else or even develloping this stuff,who knows?

i see this for shaders,or merging painting/voxels

ive been digging this this afternoon,searching from links in the wiki

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http://research.microsoft.com/en-us/um/people/cohen/WangFinal.pdf

http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/R046.pdf

geo:this is the MAN:

http://johanneskopf.de/publications/blue_noise/

theres lots of guys working this after Wang (1962 .)this is beeing used for texturing large surfaces with small textures ,tiling but whitout a repeatable and recognizing patern.so mainly they are discussing mipmap efects.

this guy has this first video and i look for more on youtube!

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Textons! We want textons in 3dcoat! Andrew, did you see the movies?

The Wang cubes can be used to model complex ecosystems

Or clouds, stars with minimal memory and rendering cost.

Instead of painting/ sculpting Clay you would spray coloured geometry

that has a nonrepetitive look and seamless fit.

The concept of interactive displacementmapping is wonderful.

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