Nearly uniform concave polygon tessellation for height maps

I am given the outline / border of a concave polygon that cannot have holes and I need to apply a heightmap to it. To do this, I need to perform an almost uniform polygon tessellation, for example:

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How can I accomplish this tessellation? Ideally, the solution could parameterize the "resolution" of the inner vertices to adjust the tessellation detail.

I am using OpenSceneGraph, so if possible using the built-in tessellation library, which would be ideal, but I would be willing to introduce an additional (hopefully lightweight) dependency if needed.

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This question did not generate much interest, but I achieved pretty good results using the library , which is difficult for Google Triangle .

A quick preview of some of the results.



If I decided that the triangulation would be strictly uniform across the interior of the polygon, I could probably provide a triangle with a set of vertices to further restrict tessellation.

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Very nice! Have you ever considered using a geometry shader for this? DirectX 11 and OpenGL enable on-the-fly GPU testing. This is 20-40 times faster, depending on your hardware.

My favorite starting point for VS2015 / C # animation is

https://github.com/RobyDX/SharpDX_Demo/tree/master/SharpDXTutorial/Tutorial11

If you prefer C / C ++ and OpenGL there are many examples.

http://prideout.net/blog/?p=48



Some of mine, I've tried a bitmap texture for the height. On the right, you see some artifacts caused by my small normal errors in my little triangles. Should work on this :)

some of mine

Above the grid is 32x32 squares and has a tessellation depth of 7. Here you see a flattened grid showing a tessellation depth of 1:

flattened mesh showing tessellation

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