# Void12

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1. ## Calc maximum INNER AABB

What wrong I said? Just question for ideas... I understand it. overlapping - yes; size - as max as possible; including vertices is allowed, but not too much(5-10% by all); number of aabbs - from 1 to 4-5   yep, it's really good idea. get 3 planes, at x, y, z axis aligned and it will be contour of x, y, z projection of mesh. hard problem here is: How to simplify projected countour(3d mesh projection to 2d plane by orthogonal camera, using software rasterizer) to minimum vertices?
2. ## Calc maximum INNER AABB

exactly. any other ideas? ) may be anyone has sample of https://mediatech.aalto.fi/~ari/Projects/OSPS/ ?
3. ## Calc maximum INNER AABB

I don't really understand your idea... You suggest to reduce AABB, checking every corner of AABB?   It's good idea, but it looks difficult to implement.
4. ## Dynamic Octree, Loose Octree is the best solution ?

because when objects move at small distance, octree not reconstrunct, right?
5. ## Calc maximum INNER AABB

for occlusion culling.   If I say "maximum aabb", it does not mean that I need small boxes, ok? if model very complex, it needs in several boxes, than one.
6. ## Calc maximum INNER AABB

Hi.   I have a task to build maximum AABB (one or more) that will best fill the inside of a 3D model. How to do it? Need to build at least one AABB, and it's good.   If anyone has any ideas, and better some code, share please!!
7. ## High Speed Quadric Mesh Simplification without problems (Resolved)

https://yadi.sk/d/jnkz1iwlbh7kD   More user-friendly code )   Author, thanks! But what about texture coords and normals?? How compute them?
8. ## Resource method Release() won't release memory

Code is too large. Up there is cutted code.   Just, I want to know, where is potential error?   UPD: Ok, I edit the first post. Understandable?