Surface generation from constant depth planar contours

In summary, the conversation discusses the development of an application that converts parallel input contours with constant Z values to a tessellated surface mesh. However, existing tessellation techniques only apply to 2D triangulations. Suggestions are made to project the contours onto the XY plane and tesselate the resulting 2D surface, incorporating the vertices of vertical cliffs. It is also mentioned that the method may encounter issues with nearly vertical cliffs. The speaker recommends seeking further assistance in a computer programming or computer graphics forum.
  • #1
praviarun
1
0
Hi all,

I am trying to develop an application that converts a parallel set of input contours(polygons) with constant Z values to a tessellated surface mesh .The contours may also consist of holes

All available tessellation techniques like glu,delaunay talk about 2d triangulations only.
Can anyone suggest a way forward?

Best Regards,
Praveen
 
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  • #2
I'll assume that a "hole" is a contour that has two elevation (Z) values associated with it, so it's like a vertical cliff.

If you project the contours on the XY plane and tesllate that 2-D surface so that each contour is approximated by a linked series of edges, then when you project the triangles back to the 3D surface, it will be tesselated except for the verical cliffs. You woud then have to tessellate the vertical cliffs by incorporating the vertices of the triangles that are on the contour that defines a cliff. One vertex on a contour representing a cliff would be become two vertices, one at the top of the cliff and one at the bottom. Your tesselation of the vertical face of the cliff woud have to incorporate those vertices.

Of course, that's a very theoretical sketch of a method. With cliffs that are nearly vertical, but not exactly vertical there can be problems in overflow or underflow when you project the 2D triangles back onto the 3D surface. You haven't stated your requirements for the tessellation. For example, do you want to avoid long skinny triangles?

You might have better luck with this type of question in the computer programming section of the forum or in a computer graphics forum, if you are doing this for computer graphics.
 

FAQ: Surface generation from constant depth planar contours

What is "Surface generation from constant depth planar contours"?

"Surface generation from constant depth planar contours" is a process used in computer graphics to create a three-dimensional surface from a set of 2D planar contours that have a constant depth value. This process is commonly used in 3D modeling and animation software to create realistic surfaces, such as terrain or objects with curved surfaces.

How does the surface generation process work?

The surface generation process starts by creating a set of 2D planar contours with a constant depth value. These contours are then used to create a series of cross-sections that are stacked together to create a 3D model. The software then interpolates between the cross-sections to create a smooth surface.

What is the benefit of using constant depth planar contours?

Using constant depth planar contours allows for the creation of more complex and realistic surfaces compared to using flat 2D shapes. It also makes it easier to manipulate and edit the surface as the contours are already in a 3D format.

What types of surfaces can be generated using this method?

This method can be used to generate a variety of surfaces, including terrain, landscapes, buildings, and objects with curved surfaces. It is commonly used in video games, animation, and virtual reality applications.

Are there any limitations to this surface generation method?

One limitation of this method is that it can only create surfaces with a constant depth value. This means that it may not be suitable for creating highly detailed or irregular surfaces. Additionally, the accuracy and complexity of the surface may depend on the quality and number of planar contours used.

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