Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.
Posted 19 May 2011 - 06:39 AM
Posted 19 May 2011 - 07:16 AM
Posted 19 May 2011 - 07:53 AM
Posted 19 May 2011 - 07:54 AM
You probably mean, that points have similar distance to certain set of the closest ones? So that if you have triangle mesh topology of the new points, all triangles have similar edge lengths.I would like to distribute points evenly on a triangle mesh. So all points kind of have a similar distance to each other on the whole mesh (not just inside of a triangle). Another constraint I have is that I would like to define the amount of points used. Of course the faster the algorithm the better.
All links, resources, code are highly appreciated. Also of course opinions are very welcome.
Posted 19 May 2011 - 08:09 AM
Posted 19 May 2011 - 08:11 AM
Posted 19 May 2011 - 09:04 AM
I would start with N random points (using something like osmanb's method) and then modify the points in many small increments, for instance by finding the closest pair of points and moving them away from each other a bit. Since computing distances within the mesh is difficult, I would first try to simply measure the distance in 3D and project the points back to the mesh after moving them, and see if the results are acceptable.
By the way, why do you want to do this?
Posted 19 May 2011 - 02:28 PM
Posted 20 May 2011 - 04:46 AM
Posted 20 May 2011 - 05:24 AM
Now if I think about it, the optimal algorithm is probably different depending how many particles you plan to add, compared to the complexity of original mesh. If there are many more particles than there are the triangles in original mesh, then equalizing the shortest path between neighboring points is sufficient. If there are less points (or there are parts with vastly different complexity), you have to equalize the surface area of the original mesh covered by each triangle of the new mesh.I need an even distribution of particles on the surface.
Posted 20 May 2011 - 07:20 AM
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.
GameDev.net™, the GameDev.net logo, and GDNet™ are trademarks of GameDev.net, LLC.