Thibault Tricard
@thibaulttricard
Associate Professor in Computer Graphics in the Maverick team at LJK/Inria Grenoble.
It was easier to remove than expected, And left almost no mark on the model ! Mission accomplished 🎉
The print looks good ! See you in a couple hours for the cleaned version 😅
I recently bought a resin printer and was appalled by the available slicer (closed source, require constant connection, etc. ) So I made my own :
I spent the last few days implementing the fantastic curvenet pixar article : dl.acm.org/doi/epdf/10.... it's very cool to be able to animate meshs without having to paint animation weight A pain to implement though ^^
The first image is from the aforementioned article the second is from a article published in 1995. ( inria.hal.science/inria-005888... ) I’m not saying there is no improvement here, but seriously how can you not cite texture synthesis papers ?
Our method is rasterization-based and can be integrated with a typical scene graph. Thus, it's compatible with classical rendering algorithms such as shadow maps :
Do you like voxels and implicits' representations and wish you could animate them in real-time? Now you can! Check out our article: "Real-time rendering of animated meshless representations" to know how: hal.science/hal-05095359 Shout out to @pacomeluton.bsky.social for this fantastic work!
Someone gamified procedural function ! You can even compare your performances to the other players :
I tried asking Dall-E to improve it and it just added some reflections here and there but the lighting model still seems off.
I wanted to test Dall-e to see what the state of the art looks like now. I got the following results. (The prompt was: show me a picture of a mechanic fixing a Mustang)
3) Interval Shading: using Mesh Shaders to generate shading intervals for volume rendering : hal.science/hal-04561269v3 Were I proposed a rasterization method for tetrahedron-based rendering
2) Procedural Phasor noise: hal.science/hal-02118508/ Create a very controlled wave-like pattern that can be used to generate a texture for image synthesis. It's currently implemented in Pixar's Renderman, Mari 3D, and Blender (in the Gabor texture node)
Some examples of my work you may know: 1) Ribbed support vaults for 3D printing of hollowed objects hal.science/hal-02155929/ It creates very lightweight internal supports for 3D prints. You may also know it as the lightning infill in Cura, or as the Ribs internal supports in IceSL