Now I know mesh simplification has been something people have been studying for years, but I dont really need the sort of simplification you may be thinking. I have been working on a game which makes heavy uses of procedural meshes. One of the algorithms im using has a flaw, a big flaw, It creates a ton of artifact triangles in the mesh. For example if I had a flat square plane, and performed this algorithm on it, it would still be a flat square plane, but thousands to millions of useless triangles got added. So my question is how can I simplify a mesh by collapsing useless triangles, I dont care to reduce overall polygon count, simply to remove triangles that are all on flat surfaces and are 100% useless. Heres a example picture of the problem, its a flat side of a cube. This picture should pretty clearly describe the problem. Im using Unity and c#.
I have done a ton of research and I keep hearing about Edge Collapse but I cant find anything specifically on this case. Is Edge collapse the correct method to use? and if so how could I go about implementing it in a situation like this? All existing methods use it to do your usual mesh simplification.
Update: Heres a short clip showing the Before and After mesh's
I would not suggest edge collapse here. What I would do is :
The trivial convex hull triangulation consist in choosing an edge and create triangles with that edge and every else vertex in the hull.
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