Simplify Mesh
Nobody has claimed this yet.
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
- Domain
- computer-graphics
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
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
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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