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The math behind image polygonization?


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#1 Seeting   Members   -  Reputation: 101

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Posted 25 January 2014 - 03:07 PM

Hello!

 

Lately I got very interested in image processing. Texture polygonization to be more exact. I know this technique can boost rendering performance when it comes to 2D games, since the program doesn't have to draw as many blank fragments as opposed to drawing the image onto a rectangle. I've seen this method implemented lately in the Unity3D engine.

 

My question is, can somebody tell me some insights what is the math behind this, and how to get started if I want to learn more about this?

 

Thank you! 

(Sorry for poor english.)



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#2 BornToCode   Members   -  Reputation: 900

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Posted 05 February 2014 - 12:52 AM

You need to have a good triangulation system in place. Then given an path you can generate geometry for it by triagulating the path.






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