Hi Joe,

just a suggestion taken from ideas how the dynamic sculpting is done in
Blender

( for reference see
http://code.blender.org/index.php/2011/10/dynamic-topology-sculpting/
http://hal.inria.fr/docs/00/60/65/16/PDF/Freestyle.pdf
and
http://farsthary.files.wordpress.com/2011/10/dynamic-subdivision-sculpting-final.pdf-
just look for PBHV and then
http://wiki.blender.org/index.php/Dev:2.5/Source/Modeling/PBVH )

all these refs ( not needed to read carefully, just to browse ) are  for
one idea - split your geometry using spatial structure ( in Blender it is
pbhv - but  an alternative would be http://en.wikipedia.org/wiki/Range_treeor
http://en.wikipedia.org/wiki/Interval_tree or maybe some sort of adaptive
octree ) then you would need to find changed node, which contains mesh
which you will 'remesh' using some heuristic or restricted delaunay to fit
vertices to where they are ( to glue with other spacial nodes ) or to use
code such as of tetgen http://tetgen.berlios.de/features.html#F3 ( though
license is MIT - it has some additional requirements which might be quite
complicated to some uses  )

so it is what I can see - you keep most of topology intact, but need to
find 'node' to change and some code to glue new tesselation of changed
node  with old nodes.

Regards
Sergey
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