ok :)
On 7/17/08, Paolo Cignoni <pao...@is...> wrote:
> 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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