Two questions
Kurt Akeley
kurt at cashew.sgi.com
Thu Jun 7 11:55:12 AEST 1990
In article <9006060619.aa20941 at VGR.BRL.MIL>, XBR2D96D at DDATHD21.BITNET
(Knobi der Rechnerschrat) writes:
> 2) This is a more fundamental question. The molecular surfaces used by
> MOLCAD are constructed from triangles, which are generated from a set
> of arbitrary - non-analytically defined - dots, which are numbered from
> 0-n. For each triangle we know the numbers (and from that the 3-D
> coordinates, of cource) of the three vertices (dots). The triangles are
> read from a file and then analyzed "for that we can display them as meshes
> to please the lords of the pipeline". We have two sources of dots and
> two algorithms to generate the triangles. The first combination generates
> a good (in terms of tmeshes) ratio between new-meshes, continuation-
> vertices and swap-vertices. Within the 256-vertex limit of the gl, we
> get a pretty good performance. Unfortunately the second combination
> of dots and algorithm (which is really fast in generating the triangles)
> does generate very poor meshes. Over 90% of the triangles are singles, and
> the remaining meshes are rather short. This still gives excellent graphics
> performance on the GT and GTX, but we would like to get the best possible
> results of course (having in mind the VGX, which is told to be tuned for
> meshes). After this rather long introduction: does anybody know of
> algorithm that can be used to rearrange a given set of more or less single
> triangles into meshes? The algorithm has to be fast, as we want to use it
> on surfaces with several 100.000 triangles. Any code examples, any
> published material?
i have code that generates reasonable meshes from independent triangle data.
further optimized code can be had from Paul Haeberli. my attempt to include
the code in a reply to the newsgroup crashed xrn, so i'l simply publish my
mail address and let those interested get in touch with me.
kurt at cashew.asd.sgi.com
-- kurt
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