I’m working on a digital art project in which I want to apply many images as patches on a 3D human body in three.js. Imagine ‘quilting’ the body’s skin in images. This won’t be possible (or desirable :)) everywhere, but there are plenty of regions that can be partitioned into more-or-less rectangular patches (like the images I’ll use).
I’d like to write code to produce a partition, which I could then edit by hand to improve the aesthetics as necessary. In the geometry there are lines made up of contiguous more-or-less parallel edges, and I could use the underlying bone structure to guide which of those lines are candidate patch boundaries.
I’m pretty sure there is no intrinsic support for anything like this in three.js. But has anyone done something similar, or can you suggest known algorithms for traversing and partitioning the faces with geometric contraints?
In case it’s relevant, I’m creating the figure in makehuman, and exporting to three.js via blender. At least, that seems to work.