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Curated by: Freya Holmér (116 videos)
so I'm making a 3D modeling tool called https://half-edge.xyz, and I'm currently implementing soft selection! I might mostly be doing some cleanup stuff today, like soft selection for non-vertex elements, so I'm not sure we'll get to the geodesic part just yet, but we'll see! I've also been wanting to add proper support for n-gon rendering, rather than just assuming quads everywhere Soft selection is when you allow for element selection, such as a group of selected vertices, to be "blurry", meaning that, if you move those vertices, they also affect their neighbors to some extent. This makes it easier to create smooth bumps/hills, similar to a terrain editing tool. I've implemented soft selection with *euclidean* distance, in other words, it blurs across 3D space. But I might look into blurring *along the surface* down the line - this is known as *geodesic* distance, which is, significantly harder to implement. But! I wanna try! For geodesic distances, this is the paper I've been studying: The Heat Method for Distance Computation (2017) by Crane et al https://www.cs.cmu.edu/~kmcrane/Projects/HeatMethod/paperTOG.pdf I highly recommend @keenancrane 's stuff! His lectures are great and very pretty! idk if I'll get very far, differential geometry is pretty dense and I'm pretty new to it but that's okay!! 💖 Patreon ❱ https://www.patreon.com/acegikmo 🐦 Bsky ❱ https://bsky.app/profile/freya.bsky.social 📺 Twitch ❱ https://www.twitch.tv/acegikmo 💬 Discord ❱ https://discord.gg/v5VWuga 🌸 Instagram ❱ https://instagram.com/freya_holmer