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This commit adds various compiler options to improve overall application performance. On Windows, this includes overriding the default release options set by CMake to use /Ob3 instead of /Ob2 to improve function inline expansion. This also adds /GL and /LTCG to enable whole program optimization...
neurolabusc/Fast-Quadric-Mesh-Simplification-Pascal-: Mesh triangle reduction using quadrics (for Delphi, Lazarus and Pascal) (github.com)github.com/neurolabusc/Fast-Quadric-Mesh-Simplification-Pascal- 参考文献: Surface Simplification Using Quadric Error Metrics. [Michael Garland, Paul S. Heckbert...
代码路径见:sp4cerat/Fast-Quadric-Mesh-Simplification: Mesh triangle reduction using quadrics (github.com) 核心思想是基于Qudaric,和[[openmesh-src-decimation]]中介绍的Decimate Algorithm相似。 实现openmesh版本: github.com/grassofsky/O 基本数据结构介绍 // Triangle: 是三角形的定义 // 其中v[3]是三角...
MeshImp. https://github.com/Ahdhn/MeshImp/blob/master/README.md. Accessed 5 Oct 2018 MeshLab: http://www.meshlab.net/. Accessed 5 Oct 2018 Metro: https://sourceforge.net/projects/vcg/files/metro/. Accessed 5 Oct 2018 Page DL, Koschan A, Sun Y, Paik J, Abidi MA (2001) Robust...
Computational Geometry Unity library with implementations of intersection algorithms, triangulations like delaunay, voronoi diagrams, polygon clipping, bezier curves, ear clipping, convex hulls, mesh simplification, etc - Habrador/Computational-geometry
它使用阈值来确定要删除的三角形,从而避免了排序,从而提高了性能,但请注意,这可能会导致质量降低。 图形用户界面可执行 这段代码已嵌入到表面渲染工具中(2016年5月5日及更高版本)。 Surf Ice已针对Linux,OSX和Windows进行了预编译,并且源代码可在GitHub上获得。 该软件可以读取许多流行格式的网格(3ds,ac3d,dxf,GI...
代码路径见:sp4cerat/Fast-Quadric-Mesh-Simplification: Mesh triangle reduction using quadrics (github.com) 核心思想是基于Qudaric,和[[openmesh-src-decimation]]中介绍的Decimate Algorithm相似。 基本数据结构介绍 // Triangle: 是三角形的定义// 其中v[3]是三角形三个顶点在std::vector<Vertex> vertices中的...
Surface Simplification via Quadric Error Metrics. Contribute to ataber/mesh-simplify development by creating an account on GitHub.
You add the constraints to the points and generate a Delaunay triangulation by using one of the above methods. Use this triangulation to find which edges interesect with the constraints. Then you flip these edges until they no longer interesect with the constraint. You finally remove the triangl...