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#1 |
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Registered
Join Date: Jun 2005
Posts: 5
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I am interested in understanding how modern digital sculpting applications work such as ZBrush, Mudbox, and Sculptriss and the algorithms they implement. Any links to resources/white papers would be much appreciated!
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#2 |
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Registered
Join Date: Jun 2005
Posts: 5
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Well after some research this weekend I think I have a pretty good understanding. If *I* was going to write one I would probably start with the marching cubes algorithm as a foundation. Not entirely sure what I would do for LOD management though. It would have to be flexible enough to handle modifications to the voxels underneath which would make me assume that sparse voxel octree would not be suitable.
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#3 |
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Registered
Join Date: Jun 2005
Posts: 5
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Oh and if anyone is interested I found this article very interesting regarding implementing marching cubes on the GPU.
http://http.developer.nvidia.com/GPU...ems3_ch01.html Is about terrain but I could see its application in sculpting. |
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#4 |
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member
Join Date: Feb 2002
Posts: 7,508
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Mudbox already has quite good GPU support, including complex shaders and post porcessing, and uploading huge textures that you can also paint. Zbrush is completely software based and doesn't use the GPU at all as far as I know; not sure about 3DCoat or Sculptris though.
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