Stanford UniversityHuman Computer Interaction Lab
During my time at Stanford University's Human Computer Interaction Lab, I engaged in research focused on enhancing texture mapping and UV mapping within Blender. My primary contribution involved conducting in-depth investigations into the interpolation of barycentric coordinates, seeking optimal solutions for these mapping processes. To implement these findings, I created a UV coordinate system capable of seamlessly translating an arbitrary x, y, z coordinate in 3D to its corresponding x, y coordinate in 2D and vice versa. In the practical application of these advancements, I used the pymesh library to render and transform garments within the Blender environment. This experience not only expanded my proficiency in computational geometry but also allowed me to contribute to the advancement of graphics technology.