maandag 31 oktober 2011

Framework in Unity for delaunay tetrahedralization

My thesis will now probably make use of an interaction mesh. An interaction mesh requires constrained Delaunay tetrahedralization between two point clouds, namely the positions of the joints of my armature and the vertices of an object.

Today, I have set up a framework in unity which will allow me to visualize the tetrahedralization. The scene consists of a simple skinned mesh walking through a scene with a single cube. Each frame, a line is drawn from the hip bone of the armature to each vertex of the cube. So far this works fine and I must say I'm quite impressed by Unity.

Sadly, Unity keeps track of 24 vertices for the cube instead of 8. unity requires a mesh to have the same number of normals and vertices. breaking this rule turns your mesh kerblooey.
The result is that I'm drawing 24 lines instead of 8. This could be unefficient in the long run. I have posted a question about this on the unity forums to see if it is possible to extract only unique vertices. If not, I'll filter them myself.

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