Questions tagged [mesh]

Do NOT use for questions about mesh-networks. Use [mesh-network] instead. A mesh is a collection of vertices, edges, and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling.

From Wikipedia:
A polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling. The faces usually consist of triangles, quadrilaterals or other simple convex polygons, since this simplifies rendering, but may also be composed of more general concave polygons, or polygons with holes. Check for more Mesh Detail

2641 questions
4
votes
1 answer

How to measure average distance between neighbors for a point cloud in MeshLab

I am trying to mesh a point cloud, and calculate Gaussian and Mean curvature. I am using Meshlab. I am trying to measure the average point cloud density, to be used in measuring curvature (APSS). The function "Radius from density" of a point cloud…
Nakul
  • 51
  • 1
  • 2
4
votes
2 answers

Surface mesh to volume mesh

I have a closed surface mesh generated using Meshlab from point clouds. I need to get a volume mesh for that so that it is not a hollow object. I can't figure it out. I need to get an *.stl file for printing. Can anyone help me to get a volume mesh?…
Sumana
  • 43
  • 1
  • 5
4
votes
1 answer

how to get correct triangle facing in dual contouring

As part of a procedural mesh generator, working on dual contouring to convert signed distance functions to meshes. Hoping some folks with experience about the algorithm can help with this bit of it near the end. We have voxel grid edge cut-points…
notdavid
  • 41
  • 2
4
votes
1 answer

CGAL: Read vertices and triangles from mesh

I just spend few hours with CGAL in Visual Studio C++ trying to understand how meshes work. What I want to get is an access to list of vertices and triangles (vertices in form of double[3], triangles in form of int[3]). Here is the script I am…
Cheshire Cat
  • 335
  • 3
  • 13
4
votes
2 answers

Scikit Image Marching Cubes

I'm using the Scikit Image implementation of the marching cubes algorithm to generate an isosurface. verts, faces,normals,values = measure.marching_cubes(stack,0) generates the following error: ValueError: need more than 2 values to unpack but…
KRS-fun
  • 696
  • 3
  • 9
  • 20
4
votes
1 answer

How to generate half-edge structure representation for a polygonal mesh?

I would like to generate output to display the numeric data of the Half-Edge Structure that is based from an input of polygonal mesh data (in numeric data form). The concept to read the polygonal model basically is like this: For the INPUT, the file…
Navi Koe Wok
  • 41
  • 1
  • 3
4
votes
5 answers

Algorithm to produce rounded edges and corners in a 3D mesh

Starting with a 3D mesh, how would you give a rounded appearance to the edges and corners between the polygons of that mesh? Without wishing to discourage other approaches, here's how I'm currently approaching the problem: Given the mesh for a…
Adrian Lopez
  • 1,695
  • 1
  • 16
  • 22
4
votes
2 answers

Given a mesh face, find its neighboring faces

I'm trying to efficiently find all neighboring faces of a given face. I'm taking a sly approach, but I wonder if can be improved upon. The approach I've taken so far is to create a data structure after my mesh geometry is created. I build a hash of…
4
votes
2 answers

Strange texture behavior on mesh in Love2D, Help needed to achieve the result I was expecting

The following code has this result: local mesh = nil local img = love.graphics.newImage("test_blue.png") function love.load() mesh = love.graphics.newMesh(4, img, "fan") mesh:setVertices({ {125, 100, 0, 0, 255, 255, 255, 255}, --Top Left …
buddy148
  • 167
  • 1
  • 1
  • 9
4
votes
4 answers

3D triangulation algorithm

Does anybody know what triangulation algorithm Maya uses? Lacking that, what would be the most probable algoritms to try? I tried a few simple off the top of my head (shortest/longest resulting edges, smallest minimum angle, smallest/biggest area),…
Jonas Byström
  • 25,316
  • 23
  • 100
  • 147
4
votes
2 answers

Extracting coordinates from meshgrid data

I have a cubic grid as shown in the picture below. I would like to list the vertices of each sub-cube, so I would end up with a nested list of sub-cubes with their corresponding list of vertices. My initial attempt was to use a generator, import…
DrBwts
  • 3,470
  • 6
  • 38
  • 62
4
votes
1 answer

ThreeJS: How to remove vertices?

Adding new vertices to a three.js mesh goes by mesh.geometry.vertices.push(new THREE.Vector3(x, y, z)), but how do I remove them? "geometry" is an array, so I thought, I could remove vertices with: mesh.geometry.vertices.splice(vertexIndex,…
nora
  • 203
  • 1
  • 3
  • 8
4
votes
1 answer

3D Sphereical Terrain with an 8 mesh sphere. The edges of the mesh are obvioulsy seen and I'm not sure why

I'm working in Unity3D, but my issue is with 3D meshes. I'm hoping someone here can help or point me in the right direction. I have 2 version of code, http://www.pasteit4me.com/695002 (old) and http://www.pasteit4me.com/690003 (new). The old code,…
Justin808
  • 20,859
  • 46
  • 160
  • 265
4
votes
1 answer

Load mesh file with TetGen in C++

I want to load a mesh file using TetGen library in C++ but I don't know the right procedure or what switches to activate in my code in order to show the Constrained Delaunay mesh. I tried something basic loading of a dinosaur mesh (from…
CrSe
  • 328
  • 1
  • 2
  • 10
4
votes
1 answer

Unity 3d Nav Mesh baking

My question refers to NavigationMeshes, I have prepared a Map Generator that is grid-based. I can generate a map that consists of cubes that are divided into walls and floor. after generating this i can keep it as a prefab, later in the navigation…