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Simplify Mesh

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Assessment

Difficulty
5/5
Estimated time
Over a week
Newbie friendliness
30/100
Issue type
Feature
Clarity
Mostly clear
Activity status
Stale
Tech stack
cpp

Research direction

Start by reviewing the repository's existing mesh-processing entry points and APIs, then read the cited papers to understand the proposed vertex/edge decimation approaches. Done means adding a mesh simplification capability with the D3DXSimplifyMesh interface and enough behavior to support automatic level-of-detail generation.

Written by the indexing model from the issue text.

Description

proposal

Simplifies a mesh using a vertex/edge decimation algorithm.

HRESULT D3DXSimplifyMesh(
  _In_   LPD3DXMESH pMesh,
  _In_   const DWORD *pAdjacency,
  _In_   const D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,
  _In_   const FLOAT *pVertexWeights,
  _In_   DWORD MinValue,
  _In_   DWORD Options,
  _Out_  LPD3DXMESH *ppMesh
);

Schroeder, Zarge and Lorensen “Decimation of Triangle Meshes” SIGGRAPH 1992 link

Hoppe, DeRose, Duchampy, McDonald, Stuetzle, “Mesh Optimization”, SIGGRAPH 1993 link

Hoppe, "Progressive meshes", SIGGRAPH 1996 link

This would be most useful for automatic "level-of-detail" generation, but this kind of solution is not commonly used as it lacks artist control. There are a number of simplification programs that run in the context of various art tools that might be more robust.

Dominant language
C++
Stars
860
Forks
169
Avg merge
9h 49m
Merged PRs (30d)
4

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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