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awkrupka
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Oct 20, 2023
| float ei = quadricError(qi, vertex_positions[i1]); | ||
| float ej = quadricError(qj, vertex_positions[j1]); | ||
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| if(fabsf(vertex_mach[i1] - vertex_mach[j1]) >= mach_bound256) { |
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This is the main difference - when mach value difference at opposite edge points pass a given threshold we set error to a high value which prevents collapse, looks good.
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Idea - if we wanted to collapse the mesh further we could try checking whether the parameter-wise second derivatives of the velocity field (rate of gradient change) are non-zero in preprocessing - for values close to zero we could collapse the edges anyway and handle color changes from the shader via simple builtin UV bilinear interpolation.
awkrupka
approved these changes
Oct 20, 2023
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