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Questions tagged [triangulation]

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0 votes
1 answer
152 views

Procedural generation of genus $k$ tori triangle meshes

I am looking for code or pseudo-code for the generation of genus $k$ tori triangle meshes. I want to get something like in the image here. Book/paper references, code, github links, etc. are all ...
lightxbulb's user avatar
  • 2,226
1 vote
1 answer
142 views

Constructing half-edges table from triangle list without hash

Motivation I am trying to refine a mesh such that each triangle gets subdivided into 4 triangles, but I want the vertices to be shared. For that purpose I need a half-edge data structure so I can ...
lightxbulb's user avatar
  • 2,226
0 votes
1 answer
117 views

Triangle Rasterization Shaking Issues

I am making a Software renderer, and I noticed that there is a screen shaking like effect happening. shown in the first video: I tried doing filling without clipping against the small square, and the ...
Serilena's user avatar
1 vote
1 answer
218 views

How to get the accurate number of triangles of an wavefront obj model?

I am confused by a 'wavefront obj' file's true triangle number. For example, I downloaded the Rungholt scene from McGuire's Computer Graphics Archive. ...
bim's user avatar
  • 135
2 votes
2 answers
338 views

3D triangle rasterization to voxels

Is there an algorithm to rasterize triangles into voxels (3D, not 2D) that is linear in the amount of voxels in the output? I.e. given a triangle and a grid, generate the exact voxels that the ...
Makogan's user avatar
  • 1,736
1 vote
1 answer
394 views

How to generate a gradient to the edges of a triangle in GLSL?

I'm looking for an effect similar to this image. Assuming the UV coordinates of the triangle are known, such as: p0 = [0, 0] p1 = [1, 0] p2 = [0, 1] I know the ...
user24950814234's user avatar
3 votes
1 answer
834 views

Smooth triangular mesh interpolation

I am looking for an algorithm which would smoothly interpolate triangles of a mesh (computed by Delaunay triangulation) where each vertex has some value (elevation in my case). I need it for PDAL ...
Martin Ždila's user avatar
0 votes
1 answer
153 views

Why the Bowyer's version and Watson's version of computing the Delaunay tessellation are equivalent?

Bowyer–Watson algorithm might be the most famous method for computing the Delaunay triangulation of a finite set of points in any number of dimensions. Its Wikipedia page and most textbooks on ...
8cold8hot's user avatar
  • 123
0 votes
0 answers
41 views

Zebra-Like Patterns Generated By Linear PDE

I wrote some code which basically computes the color value $c_{t+1,x,y}$ of a pixel at time $t+1$ and position $(x,y)$ by taking adding linear transformations of the values $c_{t,x,y}-c_{t-1,x,y}$, $...
fweth's user avatar
  • 127
2 votes
1 answer
218 views

How to compute a bounding tetrahedron

I'm wondering how to compute a bounding tetrahedron from a set of points so i can initialize a delaunay triangulation My first approach was to find the bounding box to my set of points and then ...
Tawfik's user avatar
  • 55
3 votes
1 answer
626 views

Efficient methods to rasterize a scene of connected triangles

Assuming I wanted to rasterize a scene of triangles that are all connected that is similar to the image below, what would be an efficient way to do it on a GPU and a CPU? The triangles can be of any ...
Sarah's user avatar
  • 33
2 votes
0 answers
218 views

Ear-clipping algorithm for non-planar polygons

I was looking into the ear-clipping algorithm for triangulating simple polygons. I have successfully implemented it on planar polygons. However if polygon is non-planar the algorithm breaks down. ...
Lenny White's user avatar
6 votes
4 answers
1k views

How to decide which way to triangulate a quad?

Apologies if this is a dumb question... but given four arbitrary (non-coplanar) points in 3D space, there are obviously two different ways to triangulate the quad that they form. One triangulation may ...
andygeers's user avatar
  • 193
0 votes
0 answers
62 views

MMP Geodesic algorithm I need clarification

I am reading the 1987 paper on Geodesics on polyhedra and I am confused on something. The paper states: If $I1==NIL$, the channel is simply that part of $f’$ to the left of $\beta_2c_2$; and if $I2==...
Makogan's user avatar
  • 1,736
0 votes
2 answers
316 views

What tris and quads need for?

I know that 3D artists make a 3D model with quads. And they advise to remesh with quads only (if it's possible). So I have some questions: Why do we use quads in CG (for games, cartoons, film, etc) ...
Jo K's user avatar
  • 101

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