david,

i have given most information i have at hand in my previous posting. as i
mentioned, i will post the url of the nurbs tessalator as soon as i get it,
but i suspect you are interested in mesh reduction and not in nurbs
tesselation.

sorry, i don't have any urls for mesh reduction, but you should be able to
look them up via some search tool. as i mentioned, i already encountered
different algorithms, and you should find them too.

i think basically mesh reduction works like this: pick some vertex. look at
adjacent vertices of this one and find a plane approximating them. now check
the distance of the picked vertex to the plane and remember it.

do this for all vertices and then choose the vertex that has the least
distance. kill it by "flattening" all adjacent polygons.

more sophisticated solutions find a number of parameters for each vertex and
use a weighted sum of all parameters to decide which vertex to split off.

i'm going to ask my friend if he knows more about it.

cheers,

-- julian


-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of David Hallé
Sent: Tuesday, February 15, 2000 8:56 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] thoughts on decomposing a geometry


Hi,
  I am VERY interested in that. I've got a model with 1200x1200 elevation
datas.
I need a algorithm to make more simple resolution models from the original.
Let
me know about the issu of this, or give some pointers on good URL's.
Thanks,

david.

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