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@majinge7846 majinge7846 marked this pull request as draft August 18, 2023 08:06
@majinge7846 majinge7846 marked this pull request as ready for review August 18, 2023 08:06
float ei = quadricError(qi, vertex_positions[i1]);
float ej = quadricError(qj, vertex_positions[j1]);

if(fabsf(vertex_mach[i1] - vertex_mach[j1]) >= mach_bound256) {
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@awkrupka awkrupka Oct 20, 2023

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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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@awkrupka awkrupka Oct 20, 2023

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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.

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2 participants