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I believe that we can substantially improve the algorithm/speed by the following:
Essentially use the "Slice Triangle Geometry" to create a 2D slice through the geometry at the Z Plane that is being worked on
Now use the 2D polygon shape to determine if a voxel is inside or outside of the mesh. This should go MUCH faster as we are only working on a 2D plane now instead of a 3D polyhedron.
There may be other improvements such as using the ray cast technique but casting parallel to the X axis, determining where the ray crosses the polygon, mark those voxels, and every voxel between those "hits" are either all in or all out side of the polygon.
The text was updated successfully, but these errors were encountered:
imikejackson
changed the title
ERH: Sample Surface Mesh to Regular Grid Algorithm Improvements
ENH: Sample Surface Mesh to Regular Grid Algorithm Improvements
Nov 23, 2024
I believe that we can substantially improve the algorithm/speed by the following:
Essentially use the "Slice Triangle Geometry" to create a 2D slice through the geometry at the Z Plane that is being worked on
Now use the 2D polygon shape to determine if a voxel is inside or outside of the mesh. This should go MUCH faster as we are only working on a 2D plane now instead of a 3D polyhedron.
There may be other improvements such as using the ray cast technique but casting parallel to the X axis, determining where the ray crosses the polygon, mark those voxels, and every voxel between those "hits" are either all in or all out side of the polygon.
The text was updated successfully, but these errors were encountered: