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# point cloud idea

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I think it might be pretty easy to convert a point cloud to a triangular mesh as long as you have a function that can generate unlimited random points on your surface. For instance, you might be able to do this (this is pseudocode): vector<Point> meshpoints; // generate 1000 points which will be the basis for the mesh for (int ctr = 0; ctr < 1000; ctr++) { meshpoints.insert(meshpoints.end(), random_point_on_surface()); } set<Triangle> triangleset; while (!closedsurface(triangleset)) { random_point = random_point_on_surface(); triangleset.insert(find_three_closestpoints(random_point, meshpoints)); } Is it clear what the idea is? Does this look like it will work? Basically, I'm just picking new points on the surface and finding the three closest "official" points that will form the triangle. Also, any ideas on how to tell when the surface is complete? I was thinking I might be able to use Gauss's law with an arbitrary flux field. I think the flux is always 0 for a closed surface. However, I don't think the fact that the flux is 0 implies a closed surface, so I think my idea may not work right always. Any thoughts? Mike http://www.coolgroups.com/

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You have a function that generates/retrieves random points on a surface? How is the surface stored?

If you have this surface in some format I have to believe there is a more direct way to get your mesh.

My experience with this is from rebuilding surfaces from point clouds. In this case, you have all sorts of issues like hole detection/filling and loss of surface data that is largely domain dependent.

Tell us more about what you're trying to do.

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Right now, the surface is a mathematical surface - a torus.

Eventually, I want to create a cloud of equidistant points around the ninja at http://www.coolgroups.com/stickninja/. Then I will convert them into a mesh.

Mike
http://www.coolgroups.com/

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