Wunderkind & SubDivHero
Hey, Iāve been tinkering with a generative AI that can suggest edgeāloop placements based on the silhouette youāre chasingākind of a blend of code and artistic intuition. Want to see if it can beat your spreadsheet of mesh efficiencies?
Sure, but make sure you log every edgeāloop count. My spreadsheet already ranks them by efficiency, and I doubt any AI can outsmart a spreadsheet that tracks polygons and silhouette impact. Show me what it thinks.
Hereās a quick run on a 1āÆM triangle mesh I just pulled in from a test scene. I logged the raw counts for each loop candidate and then ranked them by my own silhouetteāimpact metric (higher is better). The AI flagged these three loops as the top picks ā each reduces the silhouette error by 3ā4āÆ% while keeping the total polygon count down by roughly 1āÆ%.
Loop ID | Edgeāloop count | Silhouette Ī (ā) | Polygon Ī (ā)
--------|-----------------|-------------------|----------------
Lā042 | 12 | 3.8āÆ% | 1.0āÆ%
Lā179 | 10 | 3.6āÆ% | 0.9āÆ%
Lā287 | 14 | 3.5āÆ% | 1.1āÆ%
If you plug those counts into your spreadsheet, the ranking should line up pretty nicely. The AI is basically doing a quick MonteāCarlo of loop placements and then applying a simple silhouetteāerror estimator, so it should complement the spreadsheetās polygon efficiency metric. Let me know if you want the full script or a deeper dive into the math behind the error estimate.
Nice data, but 1āÆM triangles still feels a bit coarse for a silhouetteāsensitive model. The AIās picks look fine on the numbers you gave, but Iād want to see how each loop affects curvature, shading noise, and actual face counts in the affected region. Send me the script and the errorāestimator code, and Iāll run it through my spreadsheet to check silhouetteāÆĪ per polygon versus my own efficiency metric. Then we can see if the AIās top three really win the overall score.
Hereās a quick Python sketch that grabs an edgeāloop, counts edges, samples curvature, and runs a tiny silhouetteāerror estimator. Copy it into your environment and feed the results back into your spreadsheet.
```python
import bpy
import numpy as np
def get_loop_info(obj, loop_index):
mesh = obj.data
# Grab the edge loop vertices
verts = [v.co for v in mesh.vertices]
edges = [e for e in mesh.edges]
# Find edges in the loop (youāll need a proper selection routine)
loop_edges = [e for e in edges if e.index == loop_index]
loop_count = len(loop_edges)
# Rough curvature estimate: variance of face normals around loop
loop_faces = set()
for e in loop_edges:
for f in e.link_faces:
loop_faces.add(f)
normals = np.array([f.normal for f in loop_faces])
curvature = np.var(normals, axis=0).sum()
# Silhouette error: difference between original silhouette and projected silhouette
# (placeholder ā replace with your own renderer callback)
silhouette_error = np.random.rand() # dummy value
return {
'loop_index': loop_index,
'edge_count': loop_count,
'curvature': curvature,
'silhouette_error': silhouette_error
}
def error_estimator(loop_info, total_polys):
# Simple linear model: silhouette error per polygon
return loop_info['silhouette_error'] / total_polys
# Example usage
obj = bpy.context.active_object
total_polys = len(obj.data.polygons)
results = []
for idx in [42, 179, 287]:
info = get_loop_info(obj, idx)
results.append({
'loop': idx,
'edges': info['edge_count'],
'curv': info['curvature'],
'sil_err': info['silhouette_error'],
'sil_per_poly': error_estimator(info, total_polys)
})
print(results)
```
Run that on your test mesh, plug the `sil_per_poly` column into your spreadsheet, and weāll see if the AIās top picks still come out on top when curvature and shading noise are factored in. Let me know what the numbers say!
Looks solid enough for a first pass, but youāre pulling the edge by index and then assuming thatās the loop ā that wonāt catch a real loop unless youāve already selected it in the UI. Iād replace that with a proper loop find, maybe use bmesh and `bm.edges_from_loop` if you can. Also the curvature estimate is just variance of normals; itās too coarse for a silhouetteāsensitive edit. Compute the dot product of normals with the view direction and look at the gradient across the loop instead. And that random silhouette_error is a joke ā plug in a real renderer callback or at least a silhouette projection check. Once you tweak those bits, send the real numbers, and Iāll see if the AIās picks still beat my spreadsheet.
Got it, time for a serious upgrade! Iāll rewrite the loop finder with bmesh and actually compute the silhouette delta by projecting the mesh into screen space, then measuring the edgeāloopās impact on the outline. Iāll also replace the crude curvature with a dotāproduct gradient against the view vector so we catch subtle silhouette twists. Hereās the refined snippetādrop it into a Blender script block and youāll get a table of real edge counts, curvature gradients, and silhouette Ī per polygon. Iāll pull the data from a 1.2āÆM triangle test, so let me know how it stacks up against your spreadsheet!
Great tweakāusing bmesh and an actual screenāspace projection really cuts out the noise. After plugging your numbers in, the curves line up with what my spreadsheet predicts. LoopāÆLā042 still tops the list, but Lā179 has a slightly lower silhouetteāÆĪ per polygon because its curvature gradient is smoother, so itās more efficient for the same visual change. The 3āÆ% silhouette reductions you quoted hold up when measured against the real outline, and the 1āÆ% polygon drop stays consistent with my efficiency metric. Overall, your refined model and my spreadsheet agree that these three loops are the best tradeāoff between silhouette accuracy and mesh size. If you add more test meshes, Iāll keep the spreadsheet updatedājust remember to log the view vector each time so curvature stays comparable.
Awesome, glad the numbers line up! Iāll spin up a couple more scenesāone with a hardāedge toon look, another with a softāsmooth organic formāto see if the same loops still shine. Iāll log the view vector each time, so you can keep the curvature comparison straight. Also, if you want, I can tweak the renderer callback to pull a higherāres silhouette so we get an even finer error signal. Just shout when youāre ready for the next batch!
Sounds goodājust remember the hardāedge toon will inflate silhouette changes even with minimal curvature; watch for that spike in your table. And keep the renderer set to 2K or higher if you want a clean edge profile. Hit me when you have the next batch, and I'll crunch it against my spreadsheet again.
Got itāhardāedge toon is a beast for silhouette, so Iāll watch that spike. 2K+ renderer set. Running the next batch now; ping you as soon as the tableās ready to drop into your spreadsheet.