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- Thread starter DanB
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Do you consider mesh refinement algorithms? It would require analysis of topological condition for a newly introduced point (is it inside a triangle, lies on an edge, or coincides with a vertex) and a sort of incremental splits. We did some sort of a similar thing a long time ago, although the idea was rather to split triangulation along a set of straight lines. And the refinement was restricted in the existing domain, i.e., mesh coverage (or mesh area) did not change as a result, which might not be the case for you.

Btw, do you think that remeshing the entire point set is going to be too inefficient? Which mesher are you using right now?

The core of my problem is that I am trying to generate geometry live(no real-time constraints). Right now I am using VTKs flying edges algorithm to remesh the entire point set. Also tested delaunay3d and poisson reconstruction. They are all too slow, unfortunately.

Realized that I had pretty well defined a priori knowledge about the pre-triangulated mesh, so I was able to put together an algorithm that solved the problem. But I have to say: customizing meshers and shaders in VTK is neat!Do you consider mesh refinement algorithms? It would require analysis of topological condition for a newly introduced point (is it inside a triangle, lies on an edge, or coincides with a vertex) and a sort of incremental splits. We did some sort of a similar thing a long time ago, although the idea was rather to split triangulation along a set of straight lines. And the refinement was restricted in the existing domain, i.e., mesh coverage (or mesh area) did not change as a result, which might not be the case for you.

Btw, do you think that remeshing the entire point set is going to be too inefficient? Which mesher are you using right now?

Would love to hear more about thatcustomizing meshers and shaders in VTK is neat!