New advanced UV unwrapping tool: Boundary First Flattening

Thought the Blender community might be interested in a tool we just released for UV unwrapping, called “Boundary First Flattening (BFF)”:

http://geometry.cs.cmu.edu/bff

It implements a bunch of tools from recent research papers that go far beyond standard angle-based/LSCM unwrapping, but haven’t really been available in software until now. E.g., maps with no texture seam across cuts, or “cone singularities” that make it easy to generate a low-distortion unwrapping. It’s also faster than standard UV algorithms, making it especially useful for high-res meshes (we can edit ~1 million triangles interactively).

It’s free and open source (see link above for the GitHub repo), though since we’re writing our own GUI code there’s a fairly basic interface right now. It would not however be hard to add more standard features, like incorporating user-defined seams.

Anyway, let us know what you think!


Interesting approach to uv mapping, this could be usefull in some cases.
And it looks quite fast.

Very nice, the sharp corners layout makes this particularly useful for game art

tested on win7 -64bit
had to rename two dlls so BFF.exe could start.
-vcruntime140.dll
-msvcp140.dll

annoyances;
having to triangulate meshes before usage in BFF.exe is in some cases not ideal, I first thought that the program would not work.
I want to keep already done polygroups and UV-Islands.
during export: the user has to manually add/write ‘.obj’ on the files.
Imported files currently might change size upon reopening in Blender- which should not happen.

feature wishes;
are those handles of the vector points moveable on their own?
Any chances of smoothing the lines between the dots and moving the dots?
Drag and drop of objs into the program would be ace.
The Remove Seams option sounds intriguing, would like to test that once its available.

BUG; if you try to create an Uv island, the 2D view won´t show the mesh unless there is a couple edges between those points so the 2D View shows the mesh again.

It’d be nice to test, but for an OS project only to be available on closed platforms. (exclusively Linux here). Hmmm?

source available here: https://github.com/GeometryCollective/boundary-first-flattening

confirming myclay’s findings (win7 x64)

How do you compile this for Windows? Instructions aren’t very clear to me. Under “Compile” it says after steps 1-3 you do “this” ,but what is steps 1-3, LOL?

Didn’t build it, used the application as is available for DL on main site.