Re: [Algorithms] Polygon reduction and QEM
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From: Tom F. <tom...@ee...> - 2008-05-03 06:31:23
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> The problem we have though is that we have a lot of vertex on edge > conditions in our geometry ( I know its bad ) Bad? "It's worse than that, he's dead, Jim." T-junctions are utterly evil - none of these algorithms deal with T-junctions. They don't render correctly even before you start collapsing. You need to fix those in some way - either split the long edge at the T, or insert a degenerate triangle. *Then* you can run the edge-collapse algorithm. TomF. > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...] On Behalf Of > Technomancer > Sent: Friday, May 02, 2008 10:30 PM > To: Game Development Algorithms > Subject: [Algorithms] Polygon reduction and QEM > > To whomever maybe able to help, > > I am currently trying to take our artist generated models which are > then > placed in a 125m x 125m x 400m static scene with only welded position > data and run a polygon reduction algorithm over it to generate a decent > low lod version for use in game. I have looked at both the algorithms > by > Stan Melax and the Quadric Error Metric algorithm by Michael Garland > and > Paul Heckbert, and the QEM method seems to give me quite decent > results. > > The problem we have though is that we have a lot of vertex on edge > conditions in our geometry ( I know its bad ) that the QEM algorithm > i'm > using doesn't like too much and we get holes appearing where there > shouldn't be holes :( I have looked at a package made by Okino called > Polytrans that uses the same QEM method of simplification and there > implementation doesn't have this problem. > > I was wondering what i'm doing wrong ? or is there something that they > are doing extra, the white paper they have on their website > http://www.okino.com/conv/polygon_reduction/geoman2/polygon_reduction8. > htm > has detailed information about their technique but for the life of me i > can't figure out what extra steps they are doing to stop these holes > appearing. They also seem to have the ability to stop collapsing edges > when the model start to degrade again i don't know how they are doing > this either. > > if anyone has any insights it would be very much appreciated. > > Thanks in advance > > Garry Wallis > > ----------------------------------------------------------------------- > -- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/ > javaone > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms- > list |