Questions tagged [mesh]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
3
votes
1answer
53 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 ...
0
votes
0answers
32 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/...
0
votes
1answer
40 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 ...
0
votes
0answers
27 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 ...
1
vote
0answers
33 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 ...
1
vote
0answers
29 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, ...
0
votes
0answers
19 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
vote
1answer
36 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
votes
2answers
68 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 ...
1
vote
0answers
36 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 ...
1
vote
0answers
24 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
vote
1answer
41 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 ...
0
votes
1answer
36 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) ...
0
votes
0answers
12 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/...
1
vote
0answers
26 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....
0
votes
1answer
85 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 ...
1
vote
0answers
80 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
3
votes
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 ...
0
votes
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. ...
0
votes
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
votes
1answer
66 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
votes
1answer
60 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
votes
0answers
120 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
vote
1answer
38 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
votes
0answers
165 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
votes
1answer
137 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
vote
2answers
761 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
vote
1answer
41 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 ...
0
votes
0answers
43 views

Weight space in libigl

I'm trying to use the function of libigl uniformly_sample_two_manifold, but it does not work as described and there is no documentation whatsoever to help me understand why. I have a 3D mesh ...
2
votes
0answers
89 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
votes
0answers
96 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
votes
2answers
152 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
votes
1answer
166 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 ...
1
vote
0answers
111 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
votes
2answers
2k 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: ...
1
vote
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 ...
1
vote
0answers
29 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
votes
1answer
355 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
vote
2answers
126 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
vote
1answer
90 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
votes
0answers
36 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
votes
2answers
2k 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
votes
1answer
181 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, ...
3
votes
1answer
78 views

How to remove internal geometry programmatically in all meshes in .OBJ file?

I have an .OBJ 3D model with many complex meshes shape. The meshes are complex because each of them have multiple internal mesh located in it. Meshes with internal geometry is defined as a mesh, ...
3
votes
1answer
164 views

Triangulation of vertices of an ellipsoid

I have the parametric model of an ellipsoid like this: \begin{cases} x=a_1\,cos \,\eta \:cos\,\omega & -\pi\leq\omega\leq\pi \\𝑦 = 𝑎_2\,cos\,\eta\:sin\,\omega \\ z=a_3\,sin \,\eta & -\frac{...
1
vote
1answer
161 views

What is the algorithm used in pbrt-v3 for triangle intersection?

Where's this algorithm come from? Any references? And a specific question, when the authors compute the transformation from world space to ray-triangle intersection coordinate space, what's the ...
5
votes
1answer
462 views

Best way to remesh a quad 3D mesh?

I have a quad-based 3D mesh. I want to: remesh it while keeping the shape the same the end output should be in quads ideally it should have a similar number of verts / polys as the input ideally the ...
1
vote
0answers
38 views

Which vertices to use to create side of model

I hope I'm asking on the right StackExchange site. Apologies if I'm not. I want to generate 3D triangulated models of optical lenses, circular in shape. I can create the meshes for the front and back ...
1
vote
1answer
138 views

Topology: Polygonal Meshes, Euler's Formula

Firstly, I would like to tell this is my first question on stackexchange and I am a senior school student. Please bear with me, if I am not able to express myself clearly. I am trying to solve a ...
1
vote
0answers
217 views

Octahedral mapping for Spherical functions

I guess most of you are familiar with environment maps, they represent distant lighting distribution, and are used to render objects given their BRDF or SVBRDF distribution. Many papers map the ...