Top 10 C++ mesh-generation Projects
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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SuGaR
[CVPR 2024] Official PyTorch implementation of SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering (by Anttwo)
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cinolib
A generic programming header only C++ library for processing polygonal and polyhedral meshes
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DicomToMesh
A command line tool to transform a DICOM volume into a 3d surface mesh (obj, stl or ply). Several mesh processing routines can be enabled, such as mesh reduction, smoothing or cleaning. Works on Linux, OSX and Windows.
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
Project mention: GaussianObject: Just Taking Four Images to Get a High-Quality 3D Object | news.ycombinator.com | 2024-02-21As with all NeRFs and Gaussian Splatting, there is no classical mesh data. But there are projects and papers working on the extracting process. Specifically for Gaussian Splatting there is SuGaR. [1]
[1] https://github.com/Anttwo/SuGaR
Project mention: Voronoi Diagram and Delaunay Triangulation in O(nlog(n)) (2020) | news.ycombinator.com | 2023-10-25Interesting question! By virtue of being a tree, the MST produces at most 3 edges coming out of any vertex, so this should be the same in 3D. The MST then adds (sometimes) a 4th edge, so, although you could build both graphs in 3D space, you would still end up with 4 edges coming out of any vertex, I think.
In 3D space the Delaunay triangulation would produce a bunch of irregular tetrahedra, so the edges coming out from every vertex would vary between a minimum of 3, and a maximum of 12, if I get it right (ref: [1] :-).
The 3D Voronoi cells are another story... I found some implementation that you can play with to see how it looks [2] [3], each cell is of a shape called "convex polytope". It feels like these cells are packed like each of the sub-cubes of a rubik, but I'm not 100% sure :-) ... if that's true, you could jump from each vertex to the next in at most 17 directions? (hand-waves :-p)
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1: https://en.wikipedia.org/wiki/Tetrahedron#/media/File:M_tic....
2: https://github.com/BrunoLevy/geogram/wiki/Delaunay3D
3: https://math.lbl.gov/voro++/examples/
C++ mesh-generation related posts
Index
What are some of the best open-source mesh-generation projects in C++? This list will help you:
Project | Stars | |
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1 | meshlab | 4,426 |
2 | PyMesh | 1,803 |
3 | SuGaR | 1,628 |
4 | geogram | 1,606 |
5 | cinolib | 822 |
6 | DicomToMesh | 409 |
7 | GraphiteThree | 204 |
8 | zmesh | 55 |
9 | naive-surface-nets | 47 |
10 | t-pose | 40 |
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