Recent Posts

homebrew install Error

現象

brewコマンドを使用した時、homebrewのアップデートが行われ、次のエラーが出ました。”Permission denied @ apply2files – /usr/local/share/ghostscript/9.23/Resource/CIDFSubst/Deng.ttf”

homebrewとは

homebrewは、macOSで使われるパッケージマネージメントシステムであり、ソフトウェアのインストールやアップデートを行います。(公式リンク:https://brew.sh/index_ja)

ghostscriptとは

エラー文に書かれているghostscriptとは、アドビシステムズのPostScriptとPDFのインタプリタです(公式リンク:https://www.ghostscript.com/)。いくつかの他のソフトウェアから呼び出されて起動し、homebrewもまたghostscriptを使用します。

Resource/CIDFSubstディレクトリは、TrueTypeフォントを格納したディレクトリです(が、ここに問題がある訳ではありません)。

エラーの原因

Permission denied とあるので、アクセス権限が得られておらず、homebrewが必要とするファイルにアクセスできないようです。

解決法

当座の解決方法として、以下のコマンドでghostscriptディレクトリにアクセス権限を与えることができます。パスワードの入力が求められます。

sudo chown -R <UserName>:admin /usr/local/share/ghostscript

これでエラー無く実行できます。なぜ、権限が外れてしまったのかについては不明なままでした。

My Summer Activities 2019

Hello.

I took part in an internship at animation studio as a software engineer.
I won’t go into details for confidentiality reasons, but it was good experience. Everyone was kind and supportive to me. That’s why my blog update was delayed.

By the way, I got the results back from a license examination called “CG Engineer Certification Test” by CG-ARTS. To my joy, I was able to pass the test with full marks.

For fun, I went Tokyo, Osaka and Nagoya and meet friends in this summer.

I have to get down to work and write a master’s thesis, so I will update this blog at a slow pace.

Temporally Coherent Sculpture of Composite Objects

Today I’ve read the paper “Temporally Coherent Sculpture of Composite Objects” by Sampaio , Artur P.; Chaine , Raphaëlle; A.Vidal, Creto; Cavalcante-Neto, Joaquim B.

Interactive virtual sculpting of composite shapes

This work propose the method of deforming an agglomeration of component elements (named CompEls) in real time as below.

from Temporally Coherent Sculpture of Composite Objects page2

There are some exiting techniques to represent a surface composed small 3D objects, for example, stipples and texture bombing. However, they are time consuming and not intended to be used in real time.

Novelty of the study

Realtime sculpting and visualize CompEls using techniques below.

Empirical description by uniform meshes

Because the physically accurate interaction of components is too complex to compute in realtime, this method uses empirical description. The system focus on the outer layers of the shape represented as the quasi-uniform meshes. The system detect that the surface expand by the emergence of new sampling anchors.

quasi-uniform meshes is defined by threshold d and t below.
d: the maximum distance between two sampling point
t: the minimum distance below which the edge collapse
Check “Freestyle: Sculpting meshed with self-adaptive topology” for details.

CompEls are placed according to samples on the triangle of the mesh. Each one has 3parameters, the barycentric coordinate, depth level and orientation relative to the triangle.

Temporal coherence and continuity by controlling depth level

In this work, visual continuity is maintained. CompEls newly added are generated in deep layers and then appear to the surface from inside. And extra CompEls are first pushed toward the deeper layer before disappearing.

CompEl movement accompanying edge modification

Edge split

If the length of edge become longer than threshold d, the edge will be split. the barycenters of CompEls don’t move but be assigned new face.

change of the ComEl’s barycenter in Edge split processing

Edge collapse

If the length of edge become shorter than threshold t, the edge will collapse and all faces involved are reshaped. And each barycenters of CompEls are projected new faces.

What edge collapse is
e.g.1 left side of deleted face
change of the ComEl’s barycenter in Edge collapse
e.g. 2 right side of deleted face

Edge flip

Edge flip is one of the ways of maintaining the distance of vertices without splitting or deleting edges.

what edge flip is
change of the ComEl’s barycenter in edge flip

Change in topological genus

Change in topological genus is to reconnect vertices to maintain distance of correctly without moving the coordinates of them.

Techniques in rendering

Variability

CompEls are displayed using instance based modeling. Visual variability of each instance is acquired by using different texture and using low frequency noise.

Back CompEl Culling

If there is no back face culling function in graphic card, the system replaces CompEls on back face to the out of the view by comparing the eye direction to the normal vector of the quasi-uniform mesh which is closest to the CompEl’s barycenter.

CompEl squish

CompEl squish is the way of visual intersection prevention. By squeezing CompLes at a constant scale in the direction perpendicular to the canvas, CompEls are prevented to overlap in appearance.

Result

Please refer to the original paper to see some resulting images.

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