>Our book is a thorough guide to Delaunay refinement algorithms that are mathematically guaranteed to generate meshes with high quality, including triangular meshes in the plane, tetrahedral volume meshes, and triangular surface meshes embedded in three dimensions.
While true, it also produces a topology that makes you want to throw your PC out the window.
However… if you combine this with other algorithms for decimation and approximate visual edge determinism, you can end up with pretty solid topography while still maintaining the details that delaunay gives you.
What’s really interesting is the work going on with gaussian splats, point clouds, retopology, and remeshing. Taking photos of a place and getting back 3D scenes complete with textures from your photos. Mmmmm. But it’s likely a matter of time before AI can do this more effectively.
coherentpony•2h ago
> While true, it also produces a topology that makes you want to throw your PC out the window.
Can you elaborate?
reactordev•2h ago
Delone triangulation is awesome, don’t get me wrong, but you end up with triangles with odd lengths and vertices in weird places. Great for capturing approximation of detail, pack them verts in there!
Horrible for real-time applications. Often these meshes need to be simplified along the normals to reduce vertex count and produce a better topology (cleaner triangles that cover more space with less faces). The original meshes are still useful for normal baking.
Strictly speaking from a graphics perspective. It’s far more useful outside of this space.
anitil•2h ago
One of the youtubers [0] I follow uses a Delaunay triangulation pattern on points that I _think_ are doing a random walk as their intro screen. There's something very satisfying about this pattern. I'm not sure how the choice of colour for the triangles is made, but I could watch it as a screen saver all day.
reactordev•2h ago
While true, it also produces a topology that makes you want to throw your PC out the window.
However… if you combine this with other algorithms for decimation and approximate visual edge determinism, you can end up with pretty solid topography while still maintaining the details that delaunay gives you.
What’s really interesting is the work going on with gaussian splats, point clouds, retopology, and remeshing. Taking photos of a place and getting back 3D scenes complete with textures from your photos. Mmmmm. But it’s likely a matter of time before AI can do this more effectively.
coherentpony•2h ago
Can you elaborate?
reactordev•2h ago
Horrible for real-time applications. Often these meshes need to be simplified along the normals to reduce vertex count and produce a better topology (cleaner triangles that cover more space with less faces). The original meshes are still useful for normal baking.
Strictly speaking from a graphics perspective. It’s far more useful outside of this space.