Hi all,

Hello all OSG 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 deal with it.

Suppose I have a model created from tetrahedrons (or any other 3d objects) 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.
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? (Simplifier?)

Do you have any experience and suggestions to this topic?

Many thanks in advance,
Tomas Hnilica
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