so I'm making a 3D modeling tool called https://half-edge.xyz, and I'm currently implementing soft selection!
I might mostly be doing some cleanup stuff today, like soft selection for non-vertex elements, so I'm not sure we'll get to the geodesic part just yet, but we'll see!
I've also been wanting to add proper support for n-gon rendering, rather than just assuming quads everywhere
Soft selection is when you allow for element selection, such as a group of selected vertices, to be "blurry", meaning that, if you move those vertices, they also affect their neighbors to some extent. This makes it easier to create smooth bumps/hills, similar to a terrain editing tool. I've implemented soft selection with euclidean distance, in other words, it blurs across 3D space. But I might look into blurring along the surface down the line - this is known as geodesic distance, which is, significantly harder to implement. But! I wanna try!
For geodesic distances, this is the paper I've been studying:
The Heat Method for Distance Computation (2017) by Crane et al https://www.cs.cmu.edu/~kmcrane/Proje...
I highly recommend @keenancrane 's stuff! His lectures are great and very pretty!
idk if I'll get very far, differential geometry is pretty dense and I'm pretty new to it but that's okay!!
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