texture-driven-mesh-fitting
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ChineseTexture-Driven Mesh Fitting
纹理驱动的网格拟合
This skill fixes the common failure: a texture is mapped correctly, but the mesh silhouette underneath is wrong.
The mesh adapts to the source contour; the texture is not stretched to hide a wrong mesh.
本方法可解决一个常见问题:纹理映射正确,但下方的网格轮廓却存在错误。
网格会适配源轮廓,而非通过拉伸纹理来掩盖网格的错误。
Preconditions
前置条件
- Structural parts are segmented ().
source-part-segmentation - Each part has a contour/mask and, if textured, an atlas region ().
atlas-uv-fitting - The object is source-locked in front X/Z before depth is added.
- Canonical view policy is resolved () if views conflict.
multiview-constraint-solver
- 结构部件已完成分割()。
source-part-segmentation - 每个部件都有轮廓/遮罩,若已添加纹理,则对应一个图集区域()。
atlas-uv-fitting - 对象在添加深度前已在X/Z前向轴上锁定源位置。
- 若视图存在冲突,已通过解决规范视图策略问题。
multiview-constraint-solver
Workflow
工作流程
- Extract source contour from the texture/wireframe region.
- Extract current mesh boundary in the same projected coordinate space.
- Build ordered contour correspondence by arc length, named landmarks, or seam/control points.
- Move boundary vertices to source contour positions.
- Move interior vertices by smooth interpolation, piecewise-affine warp, or thin-plate-spline style deformation.
- Preserve UV parameterization by remapping boundary-fitted local coordinates into the atlas rectangle.
- Re-render overlay; do not proceed to look-dev until texture-region silhouette passes.
- 从纹理/线框区域提取源轮廓。
- 在相同的投影坐标空间中提取当前网格边界。
- 通过弧长、命名标记点或接缝/控制点建立有序的轮廓对应关系。
- 将边界顶点移动到源轮廓位置。
- 通过平滑插值、分段仿射变形或薄板样条(thin-plate-spline)风格变形移动内部顶点。
- 通过将边界拟合后的局部坐标重新映射到图集矩形,保留UV参数化。
- 重新渲染叠加层;在纹理区域轮廓通过验证前,不要进入外观开发(look-dev)阶段。
Acceptance gates
验收标准
- Per-part source/product bbox center and size within tolerance.
- Boundary maximum sample error below tolerance after normalization.
- Texture atlas region does not visibly bleed outside the fitted mesh in front view.
- Named landmarks (,
leaf_tip,base_left,base_right, etc.) passface_corner.landmark-fit-repair
- 每个部件的源/产品包围盒(bbox)中心和尺寸在公差范围内。
- 归一化后的边界采样最大误差低于公差值。
- 正视图中,纹理图集区域未明显超出拟合后的网格范围。
- 命名标记点(、
leaf_tip、base_left、base_right等)通过face_corner验证。landmark-fit-repair
Hard rules
硬性规则
- If a texture crop has a different silhouette than the mesh, reshape the mesh first.
- Do not use global UV stretching to hide geometry mismatch.
- Boundary fitting must happen before side-depth/crown deformation.
- Do not tune material/light to compensate for geometry/UV misfit.
- 若纹理裁剪区域的轮廓与网格不同,先重塑网格。
- 不要使用全局UV拉伸来掩盖几何形状不匹配的问题。
- 边界拟合必须在侧部深度/顶部变形前进行。
- 不要通过调整材质/灯光来弥补几何形状/UV的不匹配。
Scripts
脚本
- reports bbox, centroid, and sampled contour deltas between a source mask and a render/object mask.
scripts/contour_correspondence_report.py
- :用于报告源遮罩与渲染/对象遮罩之间的包围盒(bbox)、质心以及采样轮廓差值。
scripts/contour_correspondence_report.py
Sources distilled
参考来源总结
- Piecewise-affine/landmark warping gives a practical mesh deformation model.
- Thin-plate-spline style deformation is appropriate for smooth mascot/logo surfaces when landmarks are sparse.
- Blender mesh vertices/UV layers can be edited directly; BMesh is useful for cleanup after deformation.
- 分段仿射/标记点变形提供了实用的网格变形模型。
- 当标记点稀疏时,薄板样条风格变形适用于平滑的吉祥物/标志表面。
- 可直接编辑Blender网格顶点/UV层;变形后使用BMesh进行清理十分有用。