so I'm making a 3D modeling tool called https://half-edge.xyz, and I'm currently implementing soft selection!
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. Last stream I implemented soft selection with euclidean distance, in other words, it blurs across 3D space. But how do you implement a blur along the surface*? This is known as *geodesic distance, which is, significantly harder to implement. But! I wanna try!
A lot of this will be based on the work of @keenancrane! His lectures are great and very pretty!
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...
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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