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finding the closest edge to any arbitrary point in a surface or volume
getting high quality triangulations
generating or placing structures or holes between functional surfaces
It seems to be possible to compute such skelete for closed meshes in $$O(n \log(n))$$ where n is the number of simplices with a divide-and-conquer algorithm. Maybe this could be extended to non closed and non convex meshes
The text was updated successfully, but these errors were encountered:
skeletting a mesh helps in
It seems to be possible to compute such skelete for closed meshes in$$O(n \log(n))$$ where
n
is the number of simplices with a divide-and-conquer algorithm. Maybe this could be extended to non closed and non convex meshesThe text was updated successfully, but these errors were encountered: