# Tag Info

## New answers tagged computational-geometry

4

Sliced 2D Convex Hulls Slice through the mesh (polygon + axis-aligned plane intersection), getting the convex hull of each resultant 2D polygon, e.g. from tip to tail for a ship like that in your image, or from head to toe in a humanoid - as you'd slice a carrot :) These could be equidistant slices or spaced according to some heuristic, but will describe the ...

3

In the end, here it goes in detail the way I myself figured out to get what I've asked (also inspired by @snake5's comments): 1a) for each of the 12 edges (line-segments) of one box, we test first if it is entirely within the other box. If it is, we already save its both vertices in the final list of vertices that form the desired polyhedron. 1b) if it is ...

4

Each of your images describes a different algorithm. I would say the top two should not even be in the question. Bottom right is too angular to look good in-game, it looks like luggage in plastic cling-wrap. Let's focus on bottom left, the best looking approximation of the original mesh. I think you want the 3D Minkowski sum of the original mesh, either (1) ...

2

For a nice artistic look you can voxelize your model in a grid them perform marching cubes. That is you'd end up with a shield with as little or as much detail as you want depending on the grid size. You can also perform a post-processing step on the voxelized grid data to smooth out the mesh before generating the triangles. Or perform a step afterwards to ...

1

One method is to create a mesh by iterating over every vertex of your object and make a vertex normal to the objects surface at that point with an arbitrary magnitude (magnitude of 0 means the shield is the surface). As mentioned this takes time O(cN) where N is the number of points in your original objects mesh. Now if you want to handle any possible shape ...

1

In an intersection, all of the surface planes involved form a new shape defined by these planes. To find the points, formally there's vertex enumeration. However, I find it easier to just skip all math theory and do 4 nested loops over the planes, intersection of the first two planes gives a straight line/ray, which is checked against the third to obtain a ...

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