<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>C# on Victor Ceballos Inza</title><link>https://victorcinza.com/tags/c%23/</link><description>Recent content in C# on Victor Ceballos Inza</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><atom:link href="https://victorcinza.com/tags/c%23/index.xml" rel="self" type="application/rss+xml"/><item><title>Designing triangle meshes with controlled roughness</title><link>https://victorcinza.com/publications/rough/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://victorcinza.com/publications/rough/</guid><description>&lt;p>Motivated by the emergence of rough surfaces in various areas of design, we address the computational design of triangle
meshes with controlled roughness. Our focus lies on small levels of roughness. There, roughness or smoothness mainly
arises through the local positioning of the mesh edges and faces with respect to the curvature behavior of the reference
surface. The analysis of this interaction between curvature and roughness is simplified by a 2D dual diagram and its
generation within so-called isotropic geometry, which may be seen as a structure-preserving simplification of Euclidean
geometry. Isotropic dihedral angles of the mesh are close to the Euclidean angles and appear as Euclidean edge lengths
in the dual diagram, which also serves as a tool for visualization and interactive local design. We present a
computational framework that includes appearance-aware remeshing, optimization-based automatic roughening, and control
of dihedral angles.&lt;/p></description></item><item><title>Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality</title><link>https://victorcinza.com/publications/avatars/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://victorcinza.com/publications/avatars/</guid><description>&lt;p>In the era of the metaverse, self-avatars are gaining popularity, as they can enhance presence and provide embodiment
when a user is immersed in Virtual Reality. They are also very important in collaborative Virtual Reality to improve
communication through gestures. Whether we are using a complex motion capture solution or a few trackers with inverse
kinematics (IK), it is essential to have a good match in size between the avatar and the user, as otherwise mismatches
in self-avatar posture could be noticeable for the user. To achieve such a correct match in dimensions, a manual process
is often required, with the need for a second person to take measurements of body limbs and introduce them into the
system. This process can be time-consuming, and prone to errors. In this paper, we propose an automatic measuring method
that simply requires the user to do a small set of exercises while wearing a Head-Mounted Display (HMD), two hand
controllers, and three trackers. Our work provides an affordable and quick method to automatically extract user
measurements and adjust the virtual humanoid skeleton to the exact dimensions. Our results show that our method can
reduce the misalignment produced by the IK system when compared to other solutions that simply apply a uniform scaling
to an avatar based on the height of the HMD, and make assumptions about the locations of joints with respect to the
trackers.&lt;/p></description></item><item><title>Grasshopper components</title><link>https://victorcinza.com/projects/marsupial/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://victorcinza.com/projects/marsupial/</guid><description>Generative geometry constrained-based optimizations tools for Grasshopper</description></item></channel></rss>