Re: Using smooth shading
- From: psvalins@xxxxxxxxx
- Date: 22 Mar 2006 10:11:39 -0800
Assuming that for a well connected mesh the number of vertices is
nearly equal to
the number of faces it looks like the algorithm you mention would be
n**2.
This would make it very slow.
A more efficient algorithm is to
scan all vertices such that you cluster vertices with nearly(tolerance)
same position
together. If a vertex sits in a precreated cluster then use that
cluster ID to generate
the vertex ID else create new cluster ID and use that as vertex ID.
This algorithm if implemented correctly could approach n*log(n) .
stanford scanning repository had till sometimes ago ply utils download.
Check
if its still available.
-Valins
.
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