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I think Igarashi's technique would be nice to have in Inkscape. http://www-ui.is.s.u-tokyo.ac.jp/~takeo/research/rigid/index.html (you can download a java applet to play with there.)
It is triangle based however, so discontinuities in the texture can be apparent with a mesh res that's too low. But you know the mesh the user's manipulating and the method used to map the texture based on that don't have to be the same. For instance you could take the coarse triangulation and refine it with a cubic-bezier subdivision rule a few times to get the texture coordinates. Or you could do some kind of cubic interpolation on the triangle verts to get the texture mapping. Using subdivision is probably the best way to improve the texture mapping from a coarse triangulation, though. You'd only need one or two extra subdivision levels to make it look smooth, and all you have to store in the svg file is one number -- how many subdiv levels to apply for for texture mapping purposes.
--bb
On 5/26/07, MenTaLguY <mental@...3...> wrote:
On Fri, 2007-05-25 at 20:24 -0300, bulia byak wrote:
It will be too linear, too clunky, with too visible vertices and edges.
As already noted, this may mean we need to use instead a non-linear blending function. I'm not yet convinced that we need to abandon triangle meshes, and I dislike the interaction model for coons patches (the major alternative proposed).
Perhaps the next thing for me to do is to rig up a very minimal application oriented to a specific task (say, reproducing a photograph) where we can assess the practicality of different blending functions and variations on the mesh idea. That way, we aren't also worrying prematurely about how meshes ought to be encoded in SVG (or implemented in Inkscape).
-mental
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