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Mesh Generation
show user profile  freshquiz
Hi guys,

This is sort of related to Max, but I thought I better be safe and post it here.

I have been trying to create my own algorithm to mimic Max's Garment Mesh Creation.
So an outline is input, then a triangular mesh is output.

I have done some research and found some algorithms which I think will lead me to my goal, but the problem is that the material on the internet is so hard to follow.

I have found the Delaunay Triangulation algorithm as a starting point, but I can't find a decent site that has basic step-by-step instructions for the algorithm.

The material I have found is ambiguous and seems to assume a weird starting point.

My starting point is that I have an outline of a shape (vertices and connecting lines) and I want to create a mesh of that outline. So the result should be the outline with triangles in it.

Can anyone please help me out in providing simple algorithm instructions to follow in order to solve my problem?

Thanks guys.
read 271 times
11/22/2011 12:57:54 AM (last edit: 11/22/2011 12:57:54 AM)
show user profile  Garp
There are many ways to approach this. But first, a Delaunay triangulation is built from a cloud of points. Apparently all you have to start with is the outline.
You can use pflow to generate those points (make particles, grab their coordinates, delete particle system). Note that for the garment maker, you want points that are randomly positionned but somehow evenly distributed in order to get a mesh with triangles of equivalent size (again pflow can help with the keep apart operator).

You can find lots of papers about mesh generation and Delaunay triangulation. Wikipedia is a good starting point. But they'll all assume that you already have a good understanding of euclidian geometry and algorithms.
In short, no one is going to walk you through the entire process step by step from start to finish.




read 250 times
11/22/2011 3:01:46 AM (last edit: 11/22/2011 3:01:46 AM)
show user profile  freshquiz
I appreciate your help Garp.

Although I don't like it what you said about no one walking me through it, for two reasons.
First is because I doubt you know what every single person wants to do.
Second, I have research this, I am not coming to the table with nothing and hoping someone will do the work for me.

You may think starting with an outline sounds odd, but according to this site: http://www.cs.cmu.edu/~quake/tripaper/triangle3.html
...it can be done. I think this site is right on the money, but it does not outline the algorithm's it mentions very clearly and it does, I am having trouble understanding them.

Any moving on, as I said I have done research, all I am asking for is a simplified algorithm that I can work with and understand.
read 245 times
11/22/2011 4:05:48 AM (last edit: 11/22/2011 4:05:48 AM)
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