Surface generation from constant depth planar contours

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SUMMARY

This discussion focuses on developing an application to convert a set of constant depth planar contours into a tessellated surface mesh, specifically addressing the challenges posed by contours with holes and vertical cliffs. The proposed method involves projecting contours onto the XY plane, performing 2D tessellation, and then projecting the resulting triangles back to the 3D surface while carefully handling vertical cliffs by creating additional vertices. The conversation highlights the need for clarity on tessellation requirements, such as avoiding long skinny triangles, and suggests exploring computer graphics forums for further insights.

PREREQUISITES
  • Understanding of 3D geometry and surface tessellation techniques
  • Familiarity with contour representation in computer graphics
  • Knowledge of projection methods in 3D modeling
  • Experience with handling edge cases in mesh generation
NEXT STEPS
  • Research "3D surface tessellation algorithms" for advanced techniques
  • Explore "OpenGL tessellation shaders" for real-time applications
  • Learn about "Delaunay triangulation" and its applications in 3D
  • Investigate "handling vertical cliffs in mesh generation" for practical solutions
USEFUL FOR

This discussion is beneficial for computer graphics developers, 3D modelers, and software engineers involved in mesh generation and surface modeling applications.

praviarun
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Hi all,

I am trying to develop an application that converts a parallel set of input contours(polygons) with constant Z values to a tessellated surface mesh .The contours may also consist of holes

All available tessellation techniques like glu,delaunay talk about 2d triangulations only.
Can anyone suggest a way forward?

Best Regards,
Praveen
 
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I'll assume that a "hole" is a contour that has two elevation (Z) values associated with it, so it's like a vertical cliff.

If you project the contours on the XY plane and tesllate that 2-D surface so that each contour is approximated by a linked series of edges, then when you project the triangles back to the 3D surface, it will be tesselated except for the verical cliffs. You woud then have to tessellate the vertical cliffs by incorporating the vertices of the triangles that are on the contour that defines a cliff. One vertex on a contour representing a cliff would be become two vertices, one at the top of the cliff and one at the bottom. Your tesselation of the vertical face of the cliff woud have to incorporate those vertices.

Of course, that's a very theoretical sketch of a method. With cliffs that are nearly vertical, but not exactly vertical there can be problems in overflow or underflow when you project the 2D triangles back onto the 3D surface. You haven't stated your requirements for the tessellation. For example, do you want to avoid long skinny triangles?

You might have better luck with this type of question in the computer programming section of the forum or in a computer graphics forum, if you are doing this for computer graphics.
 

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