tag:blogger.com,1999:blog-2324674317366173964.post2205704809085863346..comments2024-02-22T00:19:45.531-08:00Comments on Voxel Game Engine Development: Quadric Mesh Simplification with Source CodeSpacerathttp://www.blogger.com/profile/01007372171107150216noreply@blogger.comBlogger42125tag:blogger.com,1999:blog-2324674317366173964.post-11565657663320897672017-11-25T06:33:57.288-08:002017-11-25T06:33:57.288-08:00Very impressive results , I want to try but Downl...Very impressive results , I want to try but Download link doesn't exist, can you give working one ? you may give here or you can send me on matangpanchal@gmail.com.Matang Panchalhttps://www.blogger.com/profile/17280049499051546550noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-69153060035458937412016-12-27T04:26:27.732-08:002016-12-27T04:26:27.732-08:00Bunny.obj and spehere.obj worked fine. wall.obj is...Bunny.obj and spehere.obj worked fine. wall.obj is too big for other parts of my app.<br />I also tested other models and the results are very good IMHO.Icekhttps://www.blogger.com/profile/17968046332800350156noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-72073267830455529642016-12-26T11:15:09.471-08:002016-12-26T11:15:09.471-08:00Yeah I noticed that too. Can you try mesh from my ...Yeah I noticed that too. Can you try mesh from my link? Does it works for you fine?Anonymoushttps://www.blogger.com/profile/04605623559533903105noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-19693023186751585542016-12-23T03:42:43.000-08:002016-12-23T03:42:43.000-08:00Hi, I just rewrote this code to c#. I noticed that...Hi, I just rewrote this code to c#. I noticed that in <br />bool flipped(vec3f p, int i0, int i1, Vertex &v0, Vertex &v1, std::vector &deleted)<br />i0 and v1 are never used.<br /><br />I´m not sure if that matters at all.<br /><br /><br />Anyway, thank you for sharing, works like a charmIcekhttps://www.blogger.com/profile/17968046332800350156noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-87075181831017905532016-12-01T12:48:04.967-08:002016-12-01T12:48:04.967-08:00Hi, For some reason in makes holes in some (not al...Hi, For some reason in makes holes in some (not all) meshes for me. Can you check this mesh for example: http://s000.tinyupload.com/index.php?file_id=00057796949679137529 ?Anonymoushttps://www.blogger.com/profile/04605623559533903105noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-40663448698466164922016-11-15T01:06:58.182-08:002016-11-15T01:06:58.182-08:00yep if you share your code on github.it will very ...yep if you share your code on github.it will very useful Anonymoushttps://www.blogger.com/profile/03051779565310494551noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-16424859568627625222016-11-15T01:06:24.886-08:002016-11-15T01:06:24.886-08:00yep if you share your code on github.it will very ...yep if you share your code on github.it will very useful Anonymoushttps://www.blogger.com/profile/03051779565310494551noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-72534381303099464392016-11-14T23:50:51.301-08:002016-11-14T23:50:51.301-08:00Hi, i have created a c# version, that i like to us...Hi, i have created a c# version, that i like to use in my surface algorithm.<br />If you want, i can post the code.<br />https://www.youtube.com/channel/UCQ2uQQWCnxQJt5m1UTKwEHA Anonymoushttps://www.blogger.com/profile/05306059254396941209noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-30471278209072157562016-11-11T02:38:22.178-08:002016-11-11T02:38:22.178-08:00I havent tried that yet, but i would interpolate i...I havent tried that yet, but i would interpolate in tangent spaceSpacerathttps://www.blogger.com/profile/01007372171107150216noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-70876813498393982032016-11-11T02:32:09.918-08:002016-11-11T02:32:09.918-08:00https://github.com/sp4cerat/Fast-Quadric-Mesh-Simp...https://github.com/sp4cerat/Fast-Quadric-Mesh-SimplificationSpacerathttps://www.blogger.com/profile/01007372171107150216noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-23891295259319497412016-11-11T02:31:20.472-08:002016-11-11T02:31:20.472-08:00its an emperical value. the threshold just needs t...its an emperical value. the threshold just needs to increase in an exponential mannerSpacerathttps://www.blogger.com/profile/01007372171107150216noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-12616808368233081812016-11-10T15:49:40.509-08:002016-11-10T15:49:40.509-08:00This is easy to do for the det == 0 case but inter...This is easy to do for the det == 0 case but interpolating UV for the other cause (with the determinants) is not straightfoward. Can you please elaborate on how we might do this?Anonymoushttps://www.blogger.com/profile/02644905517860825989noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-73310486249888185502016-11-10T15:11:19.312-08:002016-11-10T15:11:19.312-08:00This line is a great concern to me.
double thresh...This line is a great concern to me.<br /><br />double threshold = 0.000000001*pow(double(iteration+3),agressiveness);<br /><br />can you elaborate more on what this is so I can better generalize the magic number?Anonymoushttps://www.blogger.com/profile/02644905517860825989noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-57348492720973275792016-08-27T09:55:36.986-07:002016-08-27T09:55:36.986-07:00can you provide source code link ?? link posted in...can you provide source code link ?? link posted in blog is not working.Anonymoushttps://www.blogger.com/profile/03051779565310494551noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-87797316995140099312016-07-01T05:45:10.644-07:002016-07-01T05:45:10.644-07:00you need to modify it so that uvs are interpolated...you need to modify it so that uvs are interpolated like verticesSpacerathttps://www.blogger.com/profile/01007372171107150216noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-70885589391557865132016-07-01T02:45:19.336-07:002016-07-01T02:45:19.336-07:00I am curious if this application can also handle U...I am curious if this application can also handle UV's well.Anonymoushttps://www.blogger.com/profile/00194039843947354852noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-6529125500400113632016-07-01T02:44:44.225-07:002016-07-01T02:44:44.225-07:00I am curious if this application can also handle U...I am curious if this application can also handle UV's well.Anonymoushttps://www.blogger.com/profile/00194039843947354852noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-51751800113980479372016-06-08T07:49:12.727-07:002016-06-08T07:49:12.727-07:00Hello,
great job! I'm curious... how does it ...Hello,<br /><br />great job! I'm curious... how does it compare to qslim? Faster, but lower quality or am I wrong?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-61623360809374964392016-01-14T16:54:01.628-08:002016-01-14T16:54:01.628-08:00Hi there, thanx for your library.
As others, i hav...Hi there, thanx for your library.<br />As others, i have problems with texture coordinates.<br />I do store the coordinates in Triangle structure (as 'int vt[3];', right next to 'int v[3];').<br />Then i modify the 'write_obj' function to write texture coordinates and face indices for this as well ('vt' and 'f 1/1 2/2 3/3' thing).<br />However, the result is messy on parts where the simplication took process. Perhaps we need to somehow update this in say 'update_triangles' or somewhere else?<br />ThanxAnonymoushttps://www.blogger.com/profile/11891844097973020337noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-26480070224512994372015-03-24T20:06:27.524-07:002015-03-24T20:06:27.524-07:00Sorry. Just realized, it is to avoid triangles wit...Sorry. Just realized, it is to avoid triangles with very small and very large angles.Anonymoushttps://www.blogger.com/profile/15699618348012514701noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-80008113356161492752015-03-24T19:56:26.283-07:002015-03-24T19:56:26.283-07:00Also, can anybody please tell me why below conditi...Also, can anybody please tell me why below condition is enforced for a flipped triangle in flipped function?<br /><br />if (fabs(d1.dot(d2)) > 0.999) <br /> return true;Anonymoushttps://www.blogger.com/profile/15699618348012514701noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-5754320885270580642015-03-19T04:46:45.586-07:002015-03-19T04:46:45.586-07:00Thank you very much for the code. I am a newbie to...Thank you very much for the code. I am a newbie to this topic. Can anybody please tell me how the threshold value is set? ThanksAnonymoushttps://www.blogger.com/profile/15699618348012514701noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-78067962546927825752015-01-04T03:30:13.628-08:002015-01-04T03:30:13.628-08:00doing this resize is quite risky, as there is no g...doing this resize is quite risky, as there is no guarantee that the removed triangle is that last in the list. also will a resize not release any memory. to release the memory of a vector, you have to use its swap function and swap it with an empty vector.Spacerathttps://www.blogger.com/profile/01007372171107150216noreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-78862084539425846882014-12-06T20:22:43.100-08:002014-12-06T20:22:43.100-08:00Hello,
I believe you are incorrect:
if I put
"...Hello,<br />I believe you are incorrect:<br />if I put<br />"int x=refs.size();"<br />just before compact_mesh();<br />I get 9005 with your code when optimizing the bunny mesh<br /><br />and I get 8879 after my fix of:<br />if(count<=v0.count)<br /> {<br /> // save ram<br /> if(count)memcpy(&refs[v0.start],&refs[start],count*sizeof(Ref));<br /> refs.resize(start);<br /> }<br /><br />This is about preventing:<br />"refs.push_back(r);" from allocating new elementsAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-2324674317366173964.post-73863532557891004822014-12-06T20:11:50.139-08:002014-12-06T20:11:50.139-08:00For the first issue, "save ram" is maybe...For the first issue, "save ram" is maybe not exact enought. Its more about not allocating new ram. For the resize, that wont free any ram. vectors can only release ram by swapping with an empty vector.<br /><br />i will answer the second part laterSpacerathttps://www.blogger.com/profile/01007372171107150216noreply@blogger.com