I continued the research of the fastest algorithm and I tried to apply a simple recursion instead of an iterative approach; I introduced also another constrain, I wanted to preserve the original vertex normals (each new vertex is obtained by pushing/pulling the original vertex along its surface normal).
The output is a flat panel made out of 4 vertices when it is possible, otherwise there is a compensation made of triangles, still flat of course so it is a combination of quad and tri shapes…
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