Hello OpenSG users,

I have a question about rendering optimization of meshes. I know that it 
is maybe not
directly related to scenegraphs, but perhaps there will be some 
extensions that deals with it.

Suppose I have a model created from tetrahedrons that are connected to 
each other and
make volumes. I would like to simplify such models for faster rendering 
with preserved
topology - I need to be able to select, pick parts of it.

I found some algorithms called "triangle mesh decimation"  (Schroeder) 
and "progressive meshes" (Hoppe)
that simplify the mesh - but also change it's topology (maybe optionally).
This would be probably useful with using LOD, but for interactive work 
(selecting,
picking) some other structures (original ones) would have to be 
paralelly used....is it common to use simplified
structure for rendering and original one for other stuff?? Are such 
algorithms implemented?
Are there any implemented, that do not change the topology?

When thinking about volumes made from tetrahedrons it is clear that 
there is a lot of
triangles (i think about tetrahedron like 4 triangles), that are inside 
others (occlusion culling?),
many are duplicated (2 tetrahedrons connected by 1 surface - triangle), 
etc.. Is there any
plugin that goes through geometry and removes such triangles?

Do you have any experience and suggestions to this topic?

Many thanks in advance,
Tomas Hnilica


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