Angle based UV-unwrap: distorted UV island with even angles on geometry #78101

Open
opened 2020-06-21 17:05:58 +02:00 by Vyacheslav Kobozev · 22 comments

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GT 640/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87

Blender Version
Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-06-19 23:28, hash: 874af5301c

Short description of error
42431604.png

Exact steps for others to reproduce the error
2020-06-21_18-02-13.mp4
untitled.blend

**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GT 640/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 **Blender Version** Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-06-19 23:28, hash: `874af5301c` **Short description of error** ![42431604.png](https://archive.blender.org/developer/F8635251/42431604.png) **Exact steps for others to reproduce the error** [2020-06-21_18-02-13.mp4](https://archive.blender.org/developer/F8635253/2020-06-21_18-02-13.mp4) [untitled.blend](https://archive.blender.org/developer/F8635255/untitled.blend)

Added subscriber: @Vyach

Added subscriber: @Vyach

#102833 was marked as duplicate of this issue

#102833 was marked as duplicate of this issue

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Perhaps it is a known problem since we have: #71959 (Improve UV unwrapping balance between angle and area preservation)
But I'm confirming for now.

Perhaps it is a known problem since we have: #71959 (Improve UV unwrapping balance between angle and area preservation) But I'm confirming for now.

@mano-wii
okay

@mano-wii okay

Added subscriber: @no4me

Added subscriber: @no4me

Added subscriber: @iss

Added subscriber: @iss

Adding back modelling because this is otherwise untagged with project in https://developer.blender.org/maniphest/query/J_RaaSzk5wr0/

Adding back modelling because this is otherwise untagged with project in https://developer.blender.org/maniphest/query/J_RaaSzk5wr0/

poke

poke

Added subscriber: @1D_Inc

Added subscriber: @1D_Inc

I am not sure that angle-based term stands for "preserving all the angles".
I think it works different.

I am not sure that angle-based term stands for "preserving all the angles". I think it works different.

In #78101#1212397, @1D_Inc wrote:
I am not sure that angle-based term stands for "preserving all the angles".
I think it works different.

There shouldn`t be different behavior for similar angles, because it become unpredictable (what angle will be distorted?)

> In #78101#1212397, @1D_Inc wrote: > I am not sure that angle-based term stands for "preserving all the angles". > I think it works different. There shouldn`t be different behavior for similar angles, because it become unpredictable (what angle will be distorted?)

In #78101#1212518, @Vyach wrote:

There shouldn`t be different behavior for similar angles, because it become unpredictable (what angle will be distorted?)

Angle based method is supposed to deal with organic/irregular topology, while conformal - with linear. Maybe it is a naming problem.

image.png

image.png

> In #78101#1212518, @Vyach wrote: > There shouldn`t be different behavior for similar angles, because it become unpredictable (what angle will be distorted?) Angle based method is supposed to deal with organic/irregular topology, while conformal - with linear. Maybe it is a naming problem. ![image.png](https://archive.blender.org/developer/F10337988/image.png) ![image.png](https://archive.blender.org/developer/F10337990/image.png)

Added subscriber: @Chris_Blackbourn

Added subscriber: @Chris_Blackbourn

I actually spotted this one in the code first, so it's nice to have a real world example.

I think what's happening here is those quads are being triangulated before being passed to the solver. By triangulating, we create additional constraints across the diagonals not present in the original mesh.

I've constructed a fully symmetric model which is specially designed to demonstrate the problem here:
image.png

Note that a fully symmetric unwrap can be created by hand, keeping that square a square, and something like this would be the desired unwrapping:
image.png

Blender file for the curious. You can try scaling in the 'Y' for some interesting results, splitting the quad, or removing some of the triangles. UnlikelyShape.blend

In terms of fixes, if this is the cause of the bug, we would need to upgrade the LSCM solver to operate directly on quads as well as triangles.

I just skimmed through the original "Least Squares Conformal Maps
for Automatic Texture Atlas Generation" paper and it doesn't mention quads, so this would be either a literature search or some original research or perhaps a "contact-the-author" situation.

I actually spotted this one in the code first, so it's nice to have a real world example. I think what's happening here is those quads are being triangulated before being passed to the solver. By triangulating, we create additional constraints across the diagonals not present in the original mesh. I've constructed a fully symmetric model which is specially designed to demonstrate the problem here: ![image.png](https://archive.blender.org/developer/F13055616/image.png) Note that a fully symmetric unwrap can be created by hand, keeping that square a square, and something like this would be the desired unwrapping: ![image.png](https://archive.blender.org/developer/F13055633/image.png) Blender file for the curious. You can try scaling in the 'Y' for some interesting results, splitting the quad, or removing some of the triangles. [UnlikelyShape.blend](https://archive.blender.org/developer/F13055620/UnlikelyShape.blend) In terms of fixes, if this is the cause of the bug, we would need to upgrade the LSCM solver to operate directly on quads as well as triangles. I just skimmed through the original "Least Squares Conformal Maps for Automatic Texture Atlas Generation" paper and it doesn't mention quads, so this would be either a literature search or some original research or perhaps a "contact-the-author" situation.

@Chris_Blackbourn interesting case.
In 2.7 angle based method give a better result with such kind of a geometry (at least tries to), while in 3.0 both methods give the same results.
image.png

@Chris_Blackbourn interesting case. In 2.7 angle based method give a better result with such kind of a geometry (at least tries to), while in 3.0 both methods give the same results. ![image.png](https://archive.blender.org/developer/F13055895/image.png)
Chris Blackbourn self-assigned this 2022-11-13 01:00:53 +01:00

Turns out to be more subtle than anticipated. Please contact me if you're working on this one.

Turns out to be more subtle than anticipated. Please contact me if you're working on this one.

See another instance of the bug here: https://developer.blender.org/T102833

See another instance of the bug here: https://developer.blender.org/T102833

Added subscriber: @070NRG

Added subscriber: @070NRG
Philipp Oeser removed the
Interest
Modeling
label 2023-02-09 15:29:12 +01:00

The central issue (#78101) and solution (PARAM_SPECTRAL_LSCM) is described succintly here:

https://github.com/BrunoLevy/geogram/wiki/Texturing

Let me quote:

The original LSCM gets rids of two degrees of freedom by locking two extremal vertices, but the solution is dependent on the chosen two vertices and can have distortion around these vertices. The solution proposed in [2] gets rid of the degrees of freedom by computing eigenvectors of the LSCM matrix. This results in better balanced distortions (at the expense of requiring an eigensolve)
[2] ABF++: fast and robust angle based flattening, Alla Sheffer, Bruno Lévy, Maxim Mogilnitsky and Alexander Bogomyakov, ACM Transactions on Graphics, 2005, HAL

The central issue (#78101) and solution (PARAM_SPECTRAL_LSCM) is described succintly here: https://github.com/BrunoLevy/geogram/wiki/Texturing Let me quote: > The original LSCM gets rids of two degrees of freedom by locking two extremal vertices, but the solution is dependent on the chosen two vertices and can have distortion around these vertices. The solution proposed in [2] gets rid of the degrees of freedom by computing eigenvectors of the LSCM matrix. This results in better balanced distortions (at the expense of requiring an eigensolve) > [2] ABF++: fast and robust angle based flattening, Alla Sheffer, Bruno Lévy, Maxim Mogilnitsky and Alexander Bogomyakov, ACM Transactions on Graphics, 2005, HAL

Interesting, if they tried linear geometry as well.

Interesting, if they tried linear geometry as well.
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Reference: blender/blender#78101
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