[x3d-public] Tessellation…convert to IFS?

GPU Group gpugroup at gmail.com
Sat Apr 22 14:32:34 PDT 2023

Depends what you're doing. Assuming you're starting with a point cloud, if
you're tessellating something almost flat, and with irregular points, then
you can use something like Delaunay algorithm to optimize the edges between
points to give triangles that are more equi-angular.
If you are on a 3D dimensional surface, but know its close to being convex
-- like a sphere or cube -- then you can move the planar math around a
spherical center, and crop points in the distance / on the other side of
center when triangulating.
Or you can remove and add points from a pre-triangulated sphere (I just
made this up). Looking orthogonally at an existing triangle on your sphere,
add a point from your point cloud, to the appropriate triangle, based on
its yaw and pitch, or latitude, longitude, while ignoring its
radius/height. When you have all your points added, then start removing the
sphere's points. After each step of adding (or removing sphere points at
the end), do Delaunay recursive triangle swaps on the local plane.
Or ask ChatGPT - it might know.

On Sat, Apr 22, 2023 at 3:05 PM John Carlson <yottzumm at gmail.com> wrote:

> When one is tessellating a shape, like Box, is it typical to convert to
> IFS?
> Thanks!
> John
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