I am reading Hoppe’s paper on progressive meshes.I find it difficult to implement the it.So,can anybody help me.I think some example code can help me most,as I am a green-hand.
Flying_sands I am not familiar with that paper. Is it on the net? If so can you post a link?
OK,you can find it in Hoppe’s home page: http://www.research.microsoft.com/~hoppe/
http://www.gamasutra.com/ has some very good features about this topic (incl. sources, as far i can remember)
if you try a search on google, you get lot of infos/papers/sources to this topic.
you may also look for:
- multiresolution meshes
- continous level of detail (CLOD)
- mesh optimization
- don’t forget to check this out: http://www.3dcompression.com/
I remember seeing a demo in the DirectX 8 SDK (oh oh , I said the bad word) , but I don’t remember if it actually included the implementation.
Sorry , but you can check it out.
Here’s some poop from Charles Bloom’s site: http://www.cbloom.com/3d/techdocs/vipm.txt
And some code: http://www.cbloom.com/3d/pmtest.zip
[This message has been edited by PK (edited 04-16-2002).]
No, I looked at the d3d demo a while back and found it to be a half-ass implimentation. You should read some of the research white papers on Hoppe’s site (I found them helpfull).