Thanks Marco!
We did it at the same time. :)
Yes it was rather simple.
There was a couple a small bugs that i have found when looking in the code,
borders were not computed correctly (you used ff topo instead of VF topo)
(and i did something wrong when restoring the border preserving markings)
So let me commit my version later.
p.
Marco Pirosu wrote:
> so i actually implemented it.
>
> Then i think i just did copy and paste from the regular one, because i
> do not remember doing anything special.
>
> I don't know why their outcome differs so much.
>
> On 7/16/08, skunkwerk <sku...@gm...> wrote:
>
>> thanks Marco,
>> Paolo, is this feature something we could ask Marco to implement? I
>> re-did my tests, restarting meshlab each time so as not to be affected by
>> the bug you mentioned. the 'preserve boundary' option does seem to work,
>> but even without it selected the regular quadric preserves much more of the
>> boundary than the quadric-with-texture does.
>>
>> i'm working on fixing the filter texture (texture atlas) plugin right now
>>
>> imran
>>
>> On Wed, Jul 16, 2008 at 1:55 PM, Marco Pirosu <pi...@gm...> wrote:
>>
>>
>>> the original quadric algorithm has been written by paolo cignoni. I
>>> think to remember i did not manage it because it wasn't part of the
>>> course project, even if the option is there (i think it has been put
>>> there in order to be uniform with the normal one). Also, if i remember
>>> well. the two algotithms work in a different way. The regular one is
>>> dedicated for 3D geometry, while my algorithm is based on the Garland
>>> multidimensional algorithm.
>>>
>>>
>>> On 7/16/08, skunkwerk <sku...@gm...> wrote:
>>>
>>>> it looks like the extra options in the regular quadric filter make no
>>>> visible difference (i tried reductions with them on and off) -
>>>> especially
>>>> the 'preserve boundaries' option that I thought would account for the
>>>> different performance.
>>>>
>>>> but sure enough, the regular-quadric is performing better (dropping less
>>>> geometry for the same number of output faces) than the quadric-texture
>>>> filter. any ideas why?
>>>>
>>>> imran
>>>>
>>>> On Wed, Jul 16, 2008 at 9:55 AM, skunkwerk <sku...@gm...> wrote:
>>>>
>>>>
>>>>> is that the source of the problem, you think?
>>>>> who wrote the regular quadric filter?
>>>>> would it be possible to copy-paste the code from the regular quadric
>>>>> filter
>>>>> that handles boundary preservation to the quadric-texture one?
>>>>>
>>>>> imran
>>>>>
>>>>>
>>>>> On Wed, Jul 16, 2008 at 4:19 AM, Marco Pirosu <pi...@gm...> wrote:
>>>>>
>>>>>
>>>>>> i think it wasn't part of the course project, so i didn't implement
>>>>>> it.
>>>>>> It
>>>>>> should be doable, through.
>>>>>>
>>>>>> On 7/16/08, skunkwerk <sku...@gm...> wrote:
>>>>>>
>>>>>>
>>>>>>> there seems to be a difference in the performance of the
>>>>>>> quadric-with-texture filter and the regular quadric.
>>>>>>>
>>>>>>> see these two files:
>>>>>>> www.akbars.net/classicford.saved.dae (regular quadric)
>>>>>>> www.akbars.net/classicford.savedtextured.dae (quadric-with-texture)
>>>>>>>
>>>>>>> the quadric-with-texture file has polygons missing from the wheels,
>>>>>>> if
>>>>>>> you look at them from the side. is this supposed to happen? they
>>>>>>>
>>> were
>>>
>>>>>>> both
>>>>>>> reduced to about ~50,000 polygons.
>>>>>>>
>>>>>>> Is there a reason the quadric-with-texture filter doesn't have a
>>>>>>> "preserve boundary" option?
>>>>>>>
>>>>>>> thanks,
>>>>>>> imran
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
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--
Paolo Cignoni -- Senior Researcher
Visual Computing Laboratory - ISTI - CNR
http://vcg.isti.cnr.it/~cignoni
ISTI - CNR
Via Moruzzi 1,
56124 Pisa
ITALY
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