Migrate a post (procedural meshes) from my GitHub grab-bag repo
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title: "(post on procedural meshes needs a title)"
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author: Chris Hodapp
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date: "2021-07-27"
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tags:
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- procedural graphics
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draft: true
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---
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(TODO: a note to me, reading later: you don't need to give your entire
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life story here.)
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(TODO: pictures will make this post make a *lot* more sense, and it
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may need a lot of them)
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Context Free is one of my favorite projects since I discovered it
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about 2010. It's one I've written about before (TODO: link to my
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posts), played around in (TODO: link to images), presented on, as well
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as re-implemented myself in different ways (see: [[https://github.com/hodapp87/contextual][Contextual]]). That is
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sometimes because I wanted to do something Context Free couldn't, such
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as make it realtime and interactive, and sometimes because
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implementing its system of recursive grammars and replacement rules
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can be an excellent way to learn things in a new language. (I think
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it's similar to [[https://en.wikipedia.org/wiki/L-system][L-systems]], but I haven't yet learned those very well.)
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I've also played around in 3D graphics, particularly raytracing, since
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about 1999 in PolyRay and POV-Ray. POV-Ray is probably what led me to
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learn about things like implicit surfaces, parametric surfaces, and
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procedural geometry - its scene language is full of constructs for
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that. Naturally, this led me to wonder how I might extend Context
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Free's model to work more generally with 3D geometry, and let me use
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it to produce procedural geometry.
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[[http://structuresynth.sourceforge.net/index.php][Structure Synth]] of course already exists as a straightforward
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generalization of Context Free's model to 3D (thank you to Mikael
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Hvidtfeldt Christensen's blog [[http://blog.hvidtfeldts.net/][Syntopia]], another of my favorite things
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ever, for introducing me to it awhile ago). See also [[https://kronpano.github.io/BrowserSynth/][BrowserSynth]].
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However, at some point I realized they weren't exactly what I wanted.
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Structure Synth lets you combine together 3D primitives to build up a
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more complex scene - but doesn't try to properly handle any sort of
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*joining* of these primitives in a way that respects many of the
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'rules' of geometry that are necessary for a lot of tools, like having
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a well-defined inside/outside, not being self-intersecting, being
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manifold, and so forth.
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Tools like [[https://openscad.org/][OpenSCAD]], based on [[https://www.cgal.org/][CGAL]], handle the details of this, and I
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suspect that [[https://www.opencascade.com/][Open CASCADE]] (thus [[https://www.freecadweb.org/][FreeCAD]]) also does. In CAD work, it's
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crucial. I experimented with similar recursive systems with some of
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these, but I quickly ran into a problem: they were made for actual
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practical applications in CAD, not for my nonsensical generative art,
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and they scaled quite poorly with the sort of recursion I was asking
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for.
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Implicit surfaces (or one of the many
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equivalent-except-for-when-it's-not names for this, e.g. F-Reps or
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distance bounds or SDFs or isosurfaces) handle almost all of this
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well! They express CSG (TODO: link to CSG) operations, they can be
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rendered directly on the GPU via shaders, operations like blending
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shapes or twisting them are easy... for more on this, see [[http://blog.hvidtfeldts.net/][Syntopia]]
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again, or nearly anything by [[https://iquilezles.org/][Inigo Quilez]], or look up raymarching and
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sphere tracing, or see [[https://ntopology.com/][nTopology]], or Matt Keeter's work with [[https://www.libfive.com/][libfive]]
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and [[https://www.mattkeeter.com/research/mpr/][MPR]]. They're pure magic and they're wonderfully elegant and I'll
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probably have many other posts on them.
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However, there is one big issue: turning implicit surfaces to good
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meshes for rendering /is a huge pain/, and while many renderers can
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handle implicit surfaces directly, Blender's renderers cannot. I have
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other posts on this as well, but for now, take it on faith. This is
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why I did not try to use implicit surfaces for this project. (TODO:
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Make those posts.)
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With these limitations in mind, around 2018 June I had started jotting
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some ideas down. The gist is that I wanted to create
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"correct-by-construction" meshes from these recursive grammars. By
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that, I meant: incrementally producing the desired geometry as a mesh,
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triangle-by-triangle, in such a way that guaranteed that the resultant
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mesh had the desired detail level, was a manifold surface, and that it
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was otherwise a well-behaved mesh (e.g. no degenerate triangles, no
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self-intersection, no high-degree vertices, no triangles of extreme
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angles) - rather than attempting to patch up the mesh after its
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creation, or subdividing it to the necessary detail level. For
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something similar to what I mean (though I didn't have this in mind at
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the start), consider the [[https://en.wikipedia.org/wiki/Marching_squares][marching squares]] algorithm, which is
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guaranteed to produce closed, manifold meshes.
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(TODO: Illustrate this somehow)
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The form it took in my notes was in sort of "growing" or "extruding" a
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mesh per these recursive rules, building in these guarantees (some of
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them at least) by way of inductive steps.
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My meandering path to implementing it went something like this:
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- Write some very ad-hoc Python to generate a mesh of a parametric
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conversion of my annoying spiral isosurface from 2005 by breaking it
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into planar "slices" or "frames", which move along the geometry and
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then are connected together at corresponding vertices.
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- Explore [[https://github.com/thi-ng/geom][thi.ng/geom]] and pretty quickly give up - but in the process,
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discover [[https://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.42.8103][Parallel Transport Approach to Curve Framing]].
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- Implement that paper in Python, reusing the basic model from my
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prior code. (See [[https://github.com/Hodapp87/parallel_transport][parallel_transport]])
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- Again continue with this model, allowing more arbitrary operations
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than parallel frame transport, eventually integrating most of what I
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wanted with the recursive grammars. (See
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[[https://github.com/Hodapp87/automata_scratch/tree/master/python_extrude_meshgen][automata_scratch/python_extrude_meshgen]])
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- Keep running into limitations in python_extrude_meshgen, and start
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[[https://github.com/Hodapp87/prosha][Prosha]] in Rust - partly as a redesign/rewrite to avoid these
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limitations, and partly because I just wanted to learn Rust.
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- Realize that Rust is the wrong tool for the job, and rewrite *again*
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in Python but with a rather different design and mindset.
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(this is, of course, ignoring projects on various other tangents)
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(TODO: Maybe split these off into sections for each one?)
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Somewhere in here, I concluded that my fundamental idea was
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half-broken. It half-worked: I was able to produce closed, manifold
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meshes this way, and it could be tedious, but not *that* difficult.
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However, all of my attempts to also produce "good" meshes this way
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failed miserably.
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(TODO: Can I find examples of this?)
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A few of the same fundamental issues kept cropping up. One is that
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the recursive rules I used for generating geometry (inspired heavily
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by those in Context Free) were inherently based around discrete steps,
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generating discrete entities, like vertices, edges, and face; it made
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no sense to "partially" apply a rule, especially if that rule involved
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some kind of branching. I kept trying to treat it as something
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continuous for the sake of being able to "refine" the mesh to as fine
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of detail as I wanted. Further, I was almost never consistent with
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the nature of this continuity: sometimes I wanted to treat it like a
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parametric curve (one continuous parameter), sometimes I wanted to
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treat it like a parametric surface (two continuous parameters),
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sometimes I wanted to treat it like an implicit surface
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(with... theoretically two continuous parameters, just not explicit
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ones?). It was a mess, and it's part of why my Prosha repository is a
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graveyard of branches.
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The recursive rules were still excellent at expressing arbitrarily
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complex, branching geometry - and I really wanted to keep this basic
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model around somehow. After some reflection, I believed that the only
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way to do this was to completely separate the process of
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meshing/refinement/subdivision from the recursive rules.
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This would have been obvious if I read the guides from [[https://graphics.pixar.com/opensubdiv/overview.html][OpenSubdiv]]
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instead of reimplementing it badly. Their [[https://graphics.pixar.com/opensubdiv/docs/subdivision_surfaces.html][subdivision surface]]
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documentation covers a lot, but I found it incredibly clear and
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readable. Once I understood how OpenSubdiv was meant to be used, it
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made a lot of sense: I shouldn't be trying to generate the "final"
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mesh, I should be generating a mesh as the /control cage/, which
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guides the final mesh. Further, I didn't even need to bother with
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OpenSubdiv's C++ API, I just needed to get the geometry into Blender,
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and Blender would handle the subdivision via OpenSubdiv.
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One minor issue is that this control cage isn't just a triangle mesh,
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but a triangle mesh plus edge creases. I needed a way to get this
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data into Blender. However, the only format Blender can read edge
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creases from is [[http://www.alembic.io/][Alembic]]. Annoyingly, its [[http://docs.alembic.io/reference/index.html#alembic-intro][documentation]] is almost
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completely nonexistent, the [[https://alembic.github.io/cask/][Cask]] bindings still have spotty Python 3.x
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support, and when I tried to run their example code to produce some
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files, and Blender was crashing when importing them. Until I shave
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that yak, I am instead generating the mesh data directly in Blender
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(via its Python interpreter), adding it to the scene, and then setting
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its creases via its Python API.
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TODO while I'm not so tired:
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What is the aim of this post? To explain Prosha? To explain current
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work, including Prosha?
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