Questions tagged [mesh]

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1answer
49 views

What is the reason that a boolean operation between two almost identical 3D triangular meshes fails?

I have been trying to detect defects on "before-and-after" meshes, by finding the boolean difference between them, to no avail. I tried these two Python libraries(algorithms run in C++) but their ...
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1answer
24 views

Looking for a compact file format for outputting 3D geometry with color support

I am looking for a file format to output some 3D geometry. In my case, it only needs to handle very simple shapes - uniformly spaced and sized cubes at points in space. So far I've ended up just ...
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0answers
28 views

Loop subdivision, certain areas converging towards degenerate geometry

I coded loop subdivision and ran it on a cube with triangle faces. I noticed this: I am using doubles to represent my vertex positions, I am not 100% sure these are caused by floating point ...
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0answers
41 views

Mesh boolean and amount of triangles

Inspired by BSP tree mesh operations, I've implemented an operation that takes a mesh X, a BSP tree/sequence of planes, and creates a new mesh, by iteratively slicing mesh X by these planes in some ...
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0answers
15 views

Turning layered curves to polygon mesh?

I am confronted with the problem to render 3D representations for objects marked on microscope slices. So I have a set of aligned polygons in parallel planes from tracing the outline of the object in ...
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1answer
44 views

How to subdivide faces with a half edge DS?

Assume we have a mesh represented as a half edge datastructure. We want to subdivide faces without introducing unnecessary vertices (i.e the new number of vertices must be exactly V + E where V is ...
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0answers
22 views

Algorithm to reproject texture after wrapping mesh using ICP?

I was watching this video, where given a base mesh we wrap it in a scanned mesh, I can imagine how to implement something similar from scratch, but I was wondering how can I assign uv coordinates to ...
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0answers
41 views

Find the inside and outside relationship of connected components in a mesh

I extract a mesh from a method similar to Marching cubes. I want to estimate the topological relationship between connected components. For example, below, let's assume that we have 4 connected ...
3
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1answer
64 views

Saving a mesh and textures into a single file

I'm looking for a format where I could store a triangle mesh and multiple textures into a single file. Most formats only reference an external file for textures. I found that the FBX format should ...
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0answers
35 views

Bounding box of a rotating mesh

I compute bounding box of a mesh: (xMin, xMax) (yMin, yMax) (zMin, zMax) To get the bounding box, I need to go through all the mesh points and compute the min/...
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1answer
48 views

Generating the end caps of a cylinder using triangle strips for use in a geometry shader

I know how to generate the walls of a cylinder with triangle strips and the caps with triangle fans, but since I am working inside a geometry shader, I can only output triangle strips, so I am kind of ...
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0answers
33 views

Algorithms used in Wrap3?

I've just downloaded Wrap 3, and I'm playing a bit with it. I can't find any documentation about the specifics geometry algorithms used in the software. Does anyone happen to know where I can find a ...
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0answers
37 views

Apply transformation to single vertices in OpenGL in order to deform mesh

I'm making a 2D cell simulation game. The mesh for my cell is basically just a manually-generated triangle fan that looks like this. I would like to reproduce the wobbling/vibration effect on the ...
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0answers
33 views

Question about simple estimation of the discrete curvature at vertices of a mesh

In this post, Nathan-Reed gave a simple, neat, "heuristic" estimation for the discrete curvature at vertices of a mesh. In a nutshell, it computes a curvature along each edge incident to the vertex, ...
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0answers
20 views

Apply a pose to a 3D model/mesh

Assuming that I have pose information for a human, is there any ways/tools to apply that pose to a 3D model? Basically, given continous pose information say from a dancing person, I like to animate a ...
1
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1answer
37 views

Calculating normals for vertices which aren't a vertex of all neighbouring triangles

In my procedurally generated mesh in Unity, not all vertices are vertexes of all neighbouring triangles - essentially, it's a grid with cells of varying sizes. This is messing up the calculation of ...
4
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2answers
72 views

Creating a Smooth 3D Mesh from a 2D Outline

I am trying to find (or maybe create) an algorithm for creating a smooth, rounded 3D mesh given a 2D outline. I'm trying to recreate a system from a Gamecube game called Amazing Island, and you can ...
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0answers
44 views

How to render multiple shaders per mesh

I've tried looking everywhere, but I just don't get it. How is multiple shaders assigned to a mesh if you can only bind a single shader in OpenGL? Assume I have a mesh with a texture shader and now I ...
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0answers
28 views

Difference between a spherical camera and a trackball camera

A spherical camera is pretty easy to define. We have an anchor point C the camera always looks at and a relative position P where the camera is, which can be expressed in spherical coordinates, ...
1
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1answer
42 views

Stecklov operator vs Laplacian operator

There's one paper published at siggraph that captured my attention : Steklov Spectral Geometry. I'm not an expert in geometry processing, but I'm trying to learn as much as I can. You can easily read ...
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1answer
57 views

What is performance better - add four materials to mesh or duplicate every vertex and use packed texture?

I am making ski jumping game (in Unity) with procedurally generated hill mesh. I want to add lines on hill like this (mesh is created by script, but I've manually assigned materials in Blender) ...
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0answers
13 views

Area of a mesh patch given the corners

I have a mesh $\mathcal{M}$ and 4 vertices $v_1, v_2, v_3, v_4$, I know the connectivity but not the geometric path. $\mathcal{M}$ is a single connected component (with no holes). What's the quickest/...
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0answers
27 views

Boundary Smoothing Algorithms

I have a 2-manifold with boundary, built with marching cubes. Are there any well-known algorithms for smoothing its boundary edges? Most of the papers I found are concerned with smoothing the surface....
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1answer
93 views

Pseudo rounded cube in OpenGL

If I have a cube in OpenGL, how can I have it appear like rounded? I think it's too complicated to really have the cube rounded so is there any "light trick" to have something like this: The cubes ...
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0answers
85 views

Application of parallel transport in computer graphics and mesh processing

Does anyone know what applications has the computation of a parallel transport on a mesh? I'm talking about methods such as this one
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0answers
24 views

What expectations should I have of large (> 2 GB) file support in common mesh workflow tools?

I have an experimental workflow that involves very finely subdivided meshes, above the 2 GB limit where signed 32-bit integers stop working, which often causes problems for various tools. I would need ...
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0answers
21 views

Visualize a mesh with sparse vertex counts

I have a mesh that records some integer information for its vertices. I expect this information to be quite sparse, with possible large variations. How could I visualize this on a colorscheme (e.g. ...
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0answers
18 views

how apply edge collapsing within selected surface

I'm using CGAL edge collapsing to remove edges on mesh and it's working successfully . But I want to run the edge collapsing process within selected surface on mesh viewer . I preview the Geomview (....
0
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1answer
74 views

Inflate 3D mesh into sphere

I am after a simple (not necessarily efficient) algorithm to "continuously" transform a closed surface mesh into a sphere. It seems that Blender is able to do this quite well: https://docs.blender....
3
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1answer
80 views

Mesh Simplification Algorithms

I'm currently looking into Mesh Simplification to batch-simplify a large amount of .obj files. It is necessary for these algorithms to preserve the visual representation of a mesh as well as possible. ...
2
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0answers
140 views

Recreate geometry from normal map

I have a group of low polygon meshes, with associated normal maps. The normal maps were created by baking from high polygon meshes, which I no longer have access to. Is it possible to recreate ...
1
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1answer
43 views

How to scale primitive shapes [in Blender] so that they are within a [unit] sphere?

I wonder how is it possible to scale all shapes so that they are within boundaries of a [unit] sphere? I know how to do this for a cube: if radius of the sphere is S...
2
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0answers
189 views

HalfEdge data structure in openmesh, create_face function explanation

Does anyone have experience with open-mesh or computational geometry and can kindly explain what exactly happens in the function below? ...
0
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1answer
173 views

Rendering 3-D point clouds obtained from depth maps as a 2.5D video

Suppose I have code to generate a bunch of frames, each of which is a depth map(I have access to the matrices which represent depth) which in turn is used to generate a point cloud. One frame would ...
1
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2answers
927 views

Very efficient/fast marching cube implementation

I was wondering if there's any known technique/algorithm that would compute a mesh generated by the marching cubes but hierarchically (like a divide and conquer strategy), in the implementation I know ...
1
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1answer
48 views

Identify plane of symmetry in 3D mesh

Is there an efficient way to identify the plane of symmetry in a 3D mesh? Preferably with existing code / software but if anyone knows how to implement it that would also be helpful. Example of the ...
2
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0answers
97 views

How to model braids?

Many hair simulations render their hair as lines (usually splines). Since hair is a really thin object. if the hair is braided, rather than having thin infinitesimally small cylinders, you have ...
3
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0answers
99 views

How can you avoid thin triangles in a parametric shape in a smart way?

I have created a closed 3D mesh using a parametric function. The shape is constructed by taking an arbitrary closed b-spline and scaling it based on one of the parameters (similar idea to a parametric ...
4
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2answers
168 views

Should you measure mesh complexity in triangles or vertices?

I have seen people using either vertices or triangles as a quick heuristic to estimate mesh memory usage and mesh rendering time. I always thought vertices were better, because the number of vertices ...
5
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1answer
171 views

Surface fairing, implementation detail

I'm reading through Polygon Mesh Processing, section 4.3 (Surface fairing). The reference I mentioned defined defines "Surface Fairing" as The goal of surface fairing is to compute shapes that are ...
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0answers
113 views

fastest way to bucket triangles into a grid?

What is the fastest known method for bucketing triangles into an unbounded regular 3D grid? Specifically, I need an array of buckets. Random queries (which bucket is here) are not necessary, as this ...
4
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2answers
3k views

Generate mesh from pointcloud data

Given point-cloud data : For example. position + color and normal. What will you use to generate mesh of this data and keep reasonable quality for real time cases ? Additional info to consider: ...
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0answers
31 views

Proper design of data structure to store wavefront file information?

Currently I have a naive Mesh data structure to store wavefront files. This data has 3 buffers for the vertices, normals and UVs. It works well to the point I can render the sponza scene, despite ...
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0answers
30 views

How are non-triangular wavefront meshes handled?

I have a wavefront loader, however it only works with triangular meshes. I have been trying to think how to handle faces with arbitrarily many vertices but I have no idea how they are to be handled ...
4
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1answer
405 views

Degenerate case of normal computation in marching cubes

I'm implementing the marching cubes, reference is this. I managed to get the geometric reconstruction (the mesh) however I do struggle with the normals. In section 4 they explain the gradient can be ...
1
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2answers
133 views

Convert a .X mesh to a modern format

I have a bunch of meshes in the .X format, which isn't supported by many 3D applications today. Therefore, I would like to convert these to a modern format like fbx or gltf/glb. Since these meshes ...
1
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1answer
99 views

how to draw mesh equal distance from irregular shape geometry bounding box

I am given an irregular geometry shape with its vertices, bounding box information. How to draw a smooth mesh equal distance from that irregular geometry shape's bounding box? Please refer to the ...
2
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0answers
37 views

contract mesh based on mean curvature?

I need to contract(offset) a mesh by a small amount(around 5mm), the mesh itself is quite big (say, 1000mm). The problem is that, I need to contract it based on local mean curvature. That is, for ...
7
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2answers
3k views

How can I convert signed distance field to a mesh?

I can easily make models by Modeling with Distance Functions but I need make mesh from It so I decide to use voxelizing and make triangles for my signed distance field torus like this video.but I ...
7
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1answer
190 views

How to decompose a complex mesh to simple geometry shape programmatically?

I have a complex geometry mesh object, which is an irregular shape. I want to redraw that complex geometry mesh object using multiple simple primitive shapes. For example, I want to use cuboid, ...