If you do a google for ' osg simplfy' you will see a few hits such as 

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00677.html

I believe this uses edge collapse algorithm .

This should give you an example of how you could port your own work and see how 
they compare etc



______________________________________________________________________________
Gordon Tomlinson 

www.photographybyGordon.com
www.gordontomlinson.com 
www.vis-sim.com 

"Self defence is not a function of learning tricks  but is a function of how 
quickly and intensely one can arouse one's instinct for survival" 
-Master Tambo Tetsura 


-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Jörg 
Bachmann
Sent: Saturday, March 12, 2011 2:15 PM
To: [email protected]
Subject: [osg-submissions] Mesh Simplification

Hi,

until one week ago, i have writte a small library (C++) to simplify meshes! 
today i learned to know about osg (took me ~5 hours to complete all tutorials) 
and i really like it. i saw, that there is a LOD class and i saw this thread:

http://forum.openscenegraph.org/viewtopic.php?t=3699

i think, what he was asking for is not lod itselfes, but for techniques to 
simplify meshes, which told me that there are no meshsimplification algorithms 
implemented in osg.(? <- 1st/2 question)

iff that's the case, i'd try to port my meshsimplification lib to a plugin or 
something similar, but possibly i'm not familiar enough with osg, to see where 
to start. that's why i would ask for some help to "port" my classes to osg.


i implemented a flexible interface to use different (pluggable) simplification 
approaches (all based on edge-collapses) and collapsing-functions (choice of 
coordinates for vertex of collapsed edge). so far, i have the following 
implementations, which produce really nice results.

simplification approaches:
- sth. like polychob by s.melax (based on normal errors)
- garland & heckberts quadrics errors (based on geometric errors)
- approach to avoid mesh degeneration (simple math, own idea, only meaningful 
in combination with one of the other)
- one approach which simply summarizes them (weighted sum of the above 
mentioned / like hoppe)

collapsing-functions:
- choose midpoint
- choose weighted midpoint (on edge), based on areas of surrounding triangles


nevertheless, the "library" has some benefits:
- own mesh class, to handle simplification (need a lot of cross referencing 
lists... list<triangles>, list<edges>, list<verts>)
- triangle handling only
- not sure about licenses of garland & heckbert / melax


well. then there is one last question: LOD only hops between levels (of 
details). i also wrote a derivative, which interpolates between levels to not 
see jumps in graphics. would it be possible to get that working efficiently and 
elegant in osg?

best regards, jörg

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