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               Question by 
               bekaertruben · Feb 23, 2018 at 07:32 PM · 
                optimizationmesheslow polytriangulation  
              
 
              3D Meshes: how to minimize error during reduction of order?
a set of vertices defined by the following code:
 int xMax; // this is the size of the mesh in the x dimension
 int zMax; // this is the size of the mesh in the z dimension
 
 Vector3[] vertices = new Vector3[xMax * zMax];
 
 int i;
 for (int z = 0; z < zMax; z++){
      for (int x = 0; x < xMax; x++){
           i = z + zMax * x; // this is just the index in the vertices array
           vertices[i] = new Vector3(x, f(x,y), y); // f(x,y) might perhaps return a value from a heightmap
      }
 }
 
               how do i find a subset with n of these vertices and then triangulate it in such a way that either the standard deviation of the area of the triangles is minimal, or the three-dimensional correlation coefficient is as close to 1 as possible? (preferably the latter) EDIT: any way that keeps as much detail as possible is fine
This is an extremely challenging problem and any help would be appreciated.
               Comment
              
 
               
              $$anonymous$$inimizing error during reductions of order is a fair question. This paper presents a poly-count reduction scheme that might be what you're looking for.
Thank you for your fast response. I don't know if it is anything i can work with yet but i will have a look.
Your answer