Fast-Quadric-Mesh-Simplification
Mesh triangle reduction using quadrics (by sp4cerat)
Procedural-Cities
master thesis (by magnificus)
Fast-Quadric-Mesh-Simplification | Procedural-Cities | |
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2 | 1 | |
1,389 | 610 | |
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1.8 | 0.0 | |
over 2 years ago | almost 4 years ago | |
C | C++ | |
MIT License | MIT License |
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Fast-Quadric-Mesh-Simplification
Posts with mentions or reviews of Fast-Quadric-Mesh-Simplification.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-08-22.
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Help with getting started on learning how to do runtime procedural landscape generation?
LOD system won't work on procedural meshes, you'll have to do it yourself. You can see example code of a simplification method here.
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Need help in understanding concept of LOD supported by Tessellation Shader.
As to your second question, there are indeed ways to do this. I personally use "Fast Quadric Mesh Simplification" in my projects to downsample meshes. For upsampling meshes when I want to add new data to it, I use Catmull-Clark subdivision. It's the ones I use, they work for my use cases, but your mileage may vary of course!
Procedural-Cities
Posts with mentions or reviews of Procedural-Cities.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-08-22.