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Do you mean individual small triangles? That likely is due to a topological constraint - either an open edge, or possibly a complex non manifold topology around one of the vertices. Note that for simplification to get less stuck it's important that the input vertices are welded to the extent that's allowed by the attributes, e.g. regions with flat shaded triangles (separate normal per face-vertex) will currently not be simplified at all due to topological restrictions. |
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For example, in the case of a human model with an eyeball, after mesh simplification, the eyeball may collapse into two or three triangles. However, due to its small size on the screen, it becomes difficult to see. In other mesh simplification software like Simplygon, I have noticed that it is possible to eliminate or cull such triangles using a lower threshold. |
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I have applied this library to a real project and found that if I lock the edges and add normal weighting, some very small triangles will be retained within a threshold of 0.2. Is there a possibility that I can incorporate some visual optimization for the triangles in the distant LOD since they occupy a low percentage of actual rendered pixels?
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