[Graphics]Geometry Related Notes
keywords: Graphics, Geometry Deforming, Dynamic Remeshing, Delaunay
Mesh & Geomtry
The Polygon Mesh Processing Library
Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
Mesh optimization library that makes meshes smaller and faster to render
A fantasy map generator based on Martin O’Leary’s “Generating fantasy map” notes
hmm. Heightmap meshing utility.
Simple C++ geometry processing library.
An Open-Source subdivision surface library.
Infrastructure for solid modeling.
The libfive shared library contains functions to build, manipulate, and render f-reps. A great deal of work has gone into the meshing algorithm, which produces watertight, manifold, hierarchical, feature-preserving triangle meshes.
Computational geometry and spatial indexing on the sphere
Geometry library for topological robustness
Polygon Clipping and Offsetting - C++, C# and Delphi
2D constrained Delaunay triangulation library
A generic programming header only C++ library for processing polygonal and polyhedral meshes
A procedural geometry generation library for C++11
Dust3D is a cross-platform open-source 3D modeling software. Auto UV unwrapping, auto rigging with PBR Material support, pose and motion authoring all in one.
Automatic quad remeshing tool
This is the official source code of FreeCAD, a free and opensource multiplatform 3D parametric modeler.
Geometry Deforming (Dynamic Remeshing)
A Remeshing Approach to Multiresolution Modeling
Triangle and polygon usage
A fast algorithm for constructing Delaunay triangulations in the plane
Delaunay+Voronoi on a sphere
CDT is a C++ library for generating constraint or conforming Delaunay triangulations.
Computes the 3D Delaunay triangulation on the GPU
Signed Distance Field
Tools & Frameworks
Header only, single file, simple and efficient C++11 library to compute the signed distance function (SDF) to a triangle mesh
Multi-channel signed distance field generator
Procedural Grass (Computer Shader + Vertex Shader)
Procedural Grass in ‘Ghost of Tsushima’
“Mistakes are, after all, the foundations of truth, and if a man does not know what a thing is, it is at least an increase in knowledge if he knows what it is not. ” ― Carl G. Jung