mesh - Fast volume representation, modification and polygonisation -
i looking ideas algorithms , data structures representing volumetric objects. working on sculpting system, sculptrix or mudbox, , want find implementation strategy.
i have nice dynamic halfedge mesh system collapse/subdivide faces. works , incredibly fast, since surface algorithm, not easy robustly change topology.
so want go drawingboard , implement proper volumetric system. first idea kind of octtree representation volume , marching cubes polygonise it.
however, have few problems this. first, marching cubes produces small or thin triangles, highly undesirable (reason why later). second, want polygonise volume in area of editing, , @ different levels of detail. example, may want low res sphere, few tiny high res bumps. can kind of subdivision behaviour current surface based sustem, can't envision how robustly marching cubes.
another problem actual trianglular mesh further subdivided on gpu smooth surfaces, need neighbourhood information too. again, have current half-edge system, volume polygonisation system, imagine taking lot of processing find connectivity information. reason thin triangles bad.
so have lot of constraints, , asking community ideas or pertinent papers read. thinking surfacenets avoid small/thin triangle problem. also, have feeling kd-trees may better storing multiresolution volumes since seem more flexible octtrees.
anyway, ideas/suggestions welcome.
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