Re: CSG operations on textured meshes -- something better than CGAL?
Robin Green <[email protected]> Thu, 8 May 2014 12:08:40 -0700
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <CAKwBWcCxdsA5ZkT7KwZrdP2LqnQbUJ8Y3y+yYMh4uATVq7wKig@mail.gmail.com> |
--===============2896997145520491790== Content-Type: multipart/alternative; boundary=001a113b574288635704f8e8358b --001a113b574288635704f8e8358b Content-Type: text/plain; charset=UTF-8 May I suggest another route? Implicit surfaces provide the kind of distance-field and union operations you need quite simply, and the results can be polygonalized using extremely robust, mature libraries. I know implicit surfaces haven't been a hot topic at Siggraph for years, but they are still useful for solving specific problem sets. - Robin Green. On Thu, May 8, 2014 at 11:08 AM, Jon Watte <[email protected]> wrote: > I have a triangle mesh composed of many submeshes with different > textures/materials. This mesh may not be a 2-manifold -- it may have open > edges. Typical game art. > > I now want to create a 3mm thick shell of this mesh. As an approximation, > taking each triangle, and extrude it back along the normal of each vertex, > and union all of those generated chopped pyramids would be an approximation > of what I want. If I do literally that, and self-union the result, then > that should resolve the self-intersection problems I'll run into along > narrow sharp creases etc. > > I can't find any library to do this, though. CGAL has some fairly robust > functions on NEF polyhedra, but those polyhedra don't seem to allow > parameterization (which is academic speak for texture coordinates that may > have discontinuities across edges.) > > So, what are some robust CSG libraries available that work on such > game-style meshes, preserving texture coordinates? > > (And actually, I don't have one such mesh; I have > 120 million such > meshes, so a by-hand or even script-the-Max-shell-modifier solution is > unlikely to work. I do have hundreds of Linux servers at my disposal, > though.) > > > Sincerely, > > Jon Watte > > > -- > "I find that the harder I work, the more luck I seem to have." -- Thomas > Jefferson > > > ------------------------------------------------------------------------------ > Is your legacy SCM system holding you back? Join Perforce May 7 to find > out: > • 3 signs your SCM is hindering your productivity > • Requirements for releasing software faster > • Expert tips and advice for migrating your SCM now > http://p.sf.net/sfu/perforce > _______________________________________________ > GDAlgorithms-list mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > --001a113b574288635704f8e8358b Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: quoted-printable <div dir=3D"ltr">May I suggest another route?<div><br></div><div>Implicit s= urfaces provide the kind of distance-field and union operations you need qu= ite simply, and the results can be polygonalized using extremely robust, ma= ture libraries.</div> <div>I know implicit surfaces haven't been a hot topic at Siggraph for = years, but they are still useful for solving specific problem sets.</div><d= iv><br></div><div>- Robin Green.</div></div><div class=3D"gmail_extra"><br> <br><div class=3D"gmail_quote">On Thu, May 8, 2014 at 11:08 AM, Jon Watte <= span dir=3D"ltr"><<a href=3D"mailto:[email protected]" target=3D"_blank">= [email protected]</a>></span> wrote:<br><blockquote class=3D"gmail_quote"= style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"> <div dir=3D"ltr">I have a triangle mesh composed of many submeshes with dif= ferent textures/materials. This mesh may not be a 2-manifold -- it may have= open edges. Typical game art.<div><br></div><div>I now want to create a 3m= m thick shell of this mesh. As an approximation, taking each triangle, and = extrude it back along the normal of each vertex, and union all of those gen= erated chopped pyramids would be an approximation of what I want. If I do l= iterally that, and self-union the result, then that should resolve the self= -intersection problems I'll run into along narrow sharp creases etc.</d= iv> <div><br></div><div>I can't find any library to do this, though. CGAL h= as some fairly robust functions on NEF polyhedra, but those polyhedra don&#= 39;t seem to allow parameterization (which is academic speak for texture co= ordinates that may have discontinuities across edges.)</div> <div><br></div><div>So, what are some robust CSG libraries available that w= ork on such game-style meshes, preserving texture coordinates?</div><div><b= r></div><div>(And actually, I don't have one such mesh; I have > 120= million such meshes, so a by-hand or even script-the-Max-shell-modifier so= lution is unlikely to work. I do have hundreds of Linux servers at my dispo= sal, though.)<br clear=3D"all"> <div><div dir=3D"ltr"><font face=3D"courier new, monospace"><br><br><font>S= incerely,</font><br><br><font>Jon Watte</font><br><br><br>--<br>"<span= style=3D"color:rgb(0,0,0)">I find that the harder I work, the more luck I = seem to have." -- Thomas Jefferson</span></font></div> </div> </div></div> <br>-----------------------------------------------------------------------= -------<br> Is your legacy SCM system holding you back? Join Perforce May 7 to find out= :<br> &#149; 3 signs your SCM is hindering your productivity<br> &#149; Requirements for releasing software faster<br> &#149; Expert tips and advice for migrating your SCM now<br> <a href=3D"http://p.sf.net/sfu/perforce" target=3D"_blank">http://p.sf.net/= sfu/perforce</a><br>_______________________________________________<br> GDAlgorithms-list mailing list<br> <a href=3D"mailto:[email protected]">GDAlgorithms-lis= [email protected]</a><br> <a href=3D"https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list" = target=3D"_blank">https://lists.sourceforge.net/lists/listinfo/gdalgorithms= -list</a><br> Archives:<br> <a href=3D"http://sourceforge.net/mailarchive/forum.php?forum_name=3Dgdalgo= rithms-list" target=3D"_blank">http://sourceforge.net/mailarchive/forum.php= ?forum_name=3Dgdalgorithms-list</a><br></blockquote></div><br></div> --001a113b574288635704f8e8358b-- --===============2896997145520491790== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline ------------------------------------------------------------------------------ Is your legacy SCM system holding you back? Join Perforce May 7 to find out: • 3 signs your SCM is hindering your productivity • Requirements for releasing software faster • Expert tips and advice for migrating your SCM now http://p.sf.net/sfu/perforce --===============2896997145520491790== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list --===============2896997145520491790==--