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
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

