Rizom-Lab gives access to its renowned Unfold3D’s technology into Unfold3D C++ Library.
From the blasting fast and robust Unfold algorithm to the hierarchical Packing, passing by the quasi-perfect stretch reducer, its simple C++ interface along with specific and experienced technical support from Rizom-Lab can elevate your own 3D product or your company in house application to the top level UV mappers in the world-wide market.
Unfold3D C++ library comes with client specific agreements depending of what you do with it.
TYPICAL MESH DATA FLOW CHART
This is an example of what can be a task sequence of our C++ Library. This one takes as input some mesh data coming from files or from an host application memory, then processes it using several tasks (selection, UV topology change, flattening and packing) then finally exports it into file or the host application memory.
The task sequence can obviously be modified by calling the tasks in a different order. Combining tasks with other ones permits to answer to most of the needs of a UV mapping application.
A simple texture baking application would use the linear sequence:
while more complex ones, like the Unfold3D standalone application, will use each task or a combination of them for each of their embedded UV tools. In the same kind of idea, graph nodal applications would wrap each of these tasks into dedicated nodes.
Main Features List
The library’s API encapsulates and gives access the following algorithms that are runnable thru a single API entry point that take as input a task type ID and a dynamically nested structure fed of C++98 standard elements serving as task parameter.
Hiearchical-Pelt: Make mesh seams like a tanner would do by doing an single cut line that link mesh extremities. This is ideal for unwrapping characters and trees.
Mosaïc: Find developable mesh sub features. It is well adapted to big terrains and heavy meshes.
Box: Well adapted to hard surface meshes like buildings or vehicles.
Sharpest Angles: Split sharpest edges. It sometimes gives better results that “Box”.
Handle Cutter: Analyse topology and add seams so that the mesh become topologically equivalent to a disk.
ReWeld: Stitch already flattened shells by evaluating many pair combinations in order to reduce the shell count and the cut line’s length.
Disto Control: Analyse already flattened shells and if too much distorsion or overlaps are found more cut lines are added.
Smooth: Smoothing is very useful when dealing with meshes coming from photogrammetry that have to many protuberant features. Smoothing them greatly reduce the final shell count.