Building a "complex" color gradient?

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They dug in their University materials and found one of his old article. Initially, the task was to having a bump map (Ukraine) in the contours to build a 3D terrain model. It was transformed into the construction of the grid functions F(xi,yj) on a grid of N*M, where (xi,yj) to the grid nodes, and the value of the function is the height of the terrain in the node.


Problems were two:

The first was that the terrain constructed by the triangulation of this grid, was supposed to be smooth(!).

The second mesh can be very small, i.e. points can be a lot. So the algorithm should be fast.


We have solved this problem and even wrote a short article in the Bulletin of the University. It was also clear that similarly, you can solve the problem of constructing a smooth color gradient on a complex region (with numerous "constant" spots and pockets of complex shape).
53704e1dc2.jpg


And now the question (just wondering): whether you are implementing a similar task in modern graphical packages (photoshop, in my opinion, only the gradient pattern)? Are there similar libraries work with canvas?
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In Illustrator you can make blends between two curves (i.e., transfer for a preset number of steps one to another), but it worked well only with simple cases is best when curves are the same number of points; in complex cases the quality is unacceptable. In addition there is mesh'and such, but I'm at a loss to describe how they work :) Not like you, definitely. And Yes, it's all vector. About photoshop or other raster editors, I have not heard, however, I haven't worked in this area.
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A useful thing, especially for cards. Once painted bump map for the map the contour lines manually, pretty boring job. But without cards soft gradients between arbitrary spots, in my opinion, very valuable thing; think about a patent.
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A sample of the algorithm no? That's at least on your example.
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Wrote a small console app that parses the incoming BMP tetovani "sources" and makes a new bitmap with different types of gradient fills.
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\rimage
\rimage
\rimage
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If you have a polygon mesh — use polygon shading. If you need color coding, instead of shifting brightness — shift shade. When shading in Gouraud is fast and smooth even on a small number of polygons.
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Let's look one more wonderful blog, the American cartographer, is associated with visualization: indiemaps.com/
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I think this is a standard feature on many 3D/cad/... packages Autodesk in particular a lot of products so you can. Here is another page where lot of software to convert ECD/point clouds in a grid: www.vterrain.org/Elevation/contour.html
\r
photoshop, chandelier and other 2D editors do not know how, it's all exclusively in 3D makes sense... ie I can theoretically imagine the need for such gradients in 2D, but in these rare cases, it is easier to atkinsonii top view in a 3D program =)
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And you can ask for a link to the article? :)
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