Comments (1)
Hi Rahul,
If I understand correctly, you want to know how the deformation on the mesh affects the rendering.
Since we store geometry and texture codes on mesh vertices, the deformation on the mesh scaffold would directly map to the rendering results.
The additional step is, for each transformed vertex, we also compute a relative rotation of the surface normal and compensate the rotation according to its sign indicator, as we explained in the paper.
As for the weights, we use inverse distance weighting to interpolate codes on 8 nearest vertices, which can be automatically adjusted when the vertex position changes.
from neumesh.
Related Issues (20)
- Visualization of signed distance fields HOT 2
- May I ask when will the full code be released HOT 2
- Texture painting problem HOT 2
- question about the prior mesh
- SIREN activations HOT 2
- Link to Paper seems to be broken HOT 2
- The link for pre-trained models is expired HOT 2
- About the benefits of NeuMesh over the extracted geometry from neural fields HOT 1
- vertex color when extracting mesh
- Question for rendering HOT 1
- ETA on training code HOT 3
- Question for the mesh HOT 2
- The link for pre-trained models is expired. HOT 1
- Release of Training Code HOT 2
- Rendering time HOT 2
- Nearest Neigbours
- Questions about Texture Painting. HOT 5
- Coordinate frame and other questions HOT 2
- Texture swapping problem HOT 4
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from neumesh.