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Questions tagged [mesh]

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4
votes
2answers
47 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
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0answers
30 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
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0answers
20 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
37 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
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1answer
31 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
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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
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0answers
25 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
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1answer
58 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
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0answers
78 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
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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 ...
0
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0answers
20 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
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0answers
17 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
58 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
56 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
106 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
33 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
125 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
76 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
507 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
36 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
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0answers
42 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
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0answers
88 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
92 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
124 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
155 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
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0answers
89 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 ...
3
votes
2answers
1k 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
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0answers
30 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
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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
299 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
111 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
84 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
35 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
171 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
77 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
146 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
150 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 ...
4
votes
1answer
383 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
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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
113 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
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0answers
202 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 ...
2
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0answers
75 views

Triangle-based and vertex-based skinning models?

I'm reading the Loper et al. 2015 paper on the Skinned Multi-Person Linear Model and I came across this: What we would like is a vertex-based model that has the expressive power of the triangle ...
3
votes
1answer
68 views

How do I replace a mesh's texture with vertex colours?

I have a textured 3D mesh. I want to deduce a 3D mesh without texture, but with an RGB vector color on each node of this 3D mesh. The colors have to be picked from the initial texture. Is there a way ...
1
vote
3answers
165 views

Same specular lighting on both tris in a quad (for “low-poly” “flat shading” look)?

Here's an example of the flat shaded squares I want. But my squares are made of two triangles, and I'm getting flat shading of those triangles. In openGLES 3.1 (android), I'm turning off ...
1
vote
2answers
106 views

How do I do batch conversion (preferably in MATLAB) from .gif images to .off or .stl mesh files? [closed]

I'd like to do a batch converison of 1400 .gif images into .off or .stl format files that'll be meshed images. Two sample .gif images are attached. How can I do this conversion possibly by a free ...
4
votes
2answers
270 views

Fuse detailed road mesh with regular grid terrain mesh

I am experienced with C++ and know more embedded device related stuff but have absolutely no knowledge of computer graphics and its algorithms. I would like to get a road mesh (based off of a spline) ...
2
votes
0answers
87 views

Algorithm for 3D mesh model segmentation to chart

I'm trying to implement a segmentation model which will divide a 3d mesh model into charts. But I'm having really hard time to find resources in the web. The papers and some other places these ...
11
votes
3answers
8k views

Why are quads used in filmmaking and triangle in gaming?

In film school, in the classes of 3D modeling, I was told that when we model something for films we maintain topology of 4 edged polygons. Any polygon which has more or less than 4 edge/vertex is ...
4
votes
1answer
527 views

Most efficient way to render many OO meshes in OpenGL

I am writing a large 3D game in Java with OpenGL. Question #1 As of now, I am rendering my 3D objects using a Model class that I defined. This class contains ...