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View Code? Open in Web Editor NEWMesh Simplification based on edge-collapse algorithm
Mesh Simplification based on edge-collapse algorithm
Can anybody tell me how to use it?
void MeshSimplify::calVAndDeltaV(Edge& e){
Matrix mat = calVertexDelta(e.v1) + calVertexDelta(e.v2);//计算完顶点的误差然后求和
e.v = calVertexPos(e,mat);//确定一个点收缩后的点
Vector4 X(e.v.x, e.v.y, e.v.z, 1.0);
if (vGroup->getCommonVertexNum(e.v1, e.v2) != 2) {//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
e.deltaV = 0;
return;
}
double pri = 0;
for (int i = 0; i < 4; i++) {
double p = 0;
for (int j = 0; j < 4; j++)
p += X.v[j] * mat.mat[i][j];
pri += p * X.v[i];
}
e.deltaV = pri;
}
求教大佬为什么要判公共邻居节点为2(叹号注释)才进行后续pri
计算
Your software does a nice job of reducing the triangle count. However, it does not retain the triangle winding. This is revealed with viewers that use this information to determine front and back face. To see this issue, run your program
./main.exe ./dragon.obj ./sim.obj 0.25
and then open the result in MeshLab. Notice that the surface appears wrong. You can fix the problem with MeshLab's Filters/Normals.../ReorientAllFacesCoherently (potentially followed by Filters/Normals../InvertFaceOrientation.
It would be great if your software could retain triangle winding - it really is a nic project.
你好!我是研究云无线网络缓存的研二在读学生,看到你曾发过一篇Popularity-Driven-Content-Caching 的论文代码,请问代码还有吗?我想要复现参考一下,有的话可以发给我吗。我的邮箱[email protected] 。非常感谢
没理解错误的话,程序首先把所有的顶点和面读到内存中,然后做处理。
我更改了这里的配置,尝试了一个 400M 的模型,结果占用了大量内存,最后程序失去响应,请教一下,对于这种情况,有没有更好的方案?
你好,最近在学习 half edge 合并和删除顶点的理论知识,准备用 Rust 实现出来,对 half edge 的算法都是从一些国外的文献了解到的,并不深入,恰好碰到你的项目,方便的话,可否推荐一些这方面的资料,不当之处请见谅,谢谢。
我在项目里应用的时候发现了这个问题,会造成内存泄漏,导致程序无法分配新的内存而崩溃。
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