Mesh Deformation / (Re-)Construction
So, one of the most important technique I learn about graphic programming is the deformation / construction of mesh programmatically. Which something you may be able to use for procedural generation.
There're probably many concept of mesh being used by other field of expertise, but we'll mostly be talking about polygon mesh here.
- vertices re-positioning
- bounds and normal recalculation
with the use of pre-existing prefab plane.
The result is you get something like a static ocean waves, or mountainous shape. So, i'll explore and do a lot of tests and practices and share the results here.
There're probably many concept of mesh being used by other field of expertise, but we'll mostly be talking about polygon mesh here.
A polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling. The faces usually consist of triangles (triangle mesh), quadrilaterals, or other simple convex polygons, since this simplifies rendering, but may also be composed of more general concave polygons, or polygons with holes.
- source (wikipedia)
The last time I actually worked with is a simple perlin noise based deformation, which the flow appears to be like :
- vertices re-positioning
- bounds and normal recalculation
with the use of pre-existing prefab plane.
The result is you get something like a static ocean waves, or mountainous shape. So, i'll explore and do a lot of tests and practices and share the results here.
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