bawar9
bawar9
This might be partly due to be an inherent limitation of the original algorithm and partly because of some bug. The original mesh simplification algorithm (Surface Simplification Using Quadric Error...
@Whinarn There is an obvious problem in the implementation of Garland's algorithm here https://github.com/sp4cerat/Fast-Quadric-Mesh-Simplification The guy modified the original algorithm and skipped the step of keeping a sorted list of...
> @bawar9 I am aware. This was actually the reason why I picked this algorithm. I wanted something that was fast. I would be okay with adding a sorted heap,...
@is3D-1 Thank you for dedicating your time on the project, it looks like you have really dig deep into the issue. Can you please share your current code step (1-...
> eresting observation about the fix to Boat Proble Thank you, I'll wait for you changes to get published
> @bawar9 I don't know where to address this but I have looked at the curvature error method you have committed and I have some concerns: > The idea of...
> @bawar9 Thanks for your reply. I don't want to accuse you or anyone else who is contributing to the project. I view it simply as a discussion to improve...
@is3D-1 Great work !. Indeed your approach to preserve 2D border edges using weighted virtual planes seems to work. I can't wait to get my hands on the code. About...
@is3D-1 Thanks for the detailed breakdown. In the custom version of Whinarn's mesh simplifier that I have tailored to fit my needs, I had also made the following changes: 1>...
> @bawar9 > > This just leaves me with one clue, I think they are somehow using the parallel power of GPU to do all the heavy lifting. They might...