LOD Generator


Summary

Brief info on the project

Time Frame

4 Months

Platform

Windows, Mac and Linux

Language

C++98 compiled with 64-bit Clang++ and MSVC2013 64-bit OpenGL for Windows

IDE

Qt 5.4

About the Project

A run-down of what the project is
A Level of Detail (LOD) generator created using C++ and OpenGL. It creates a Progressive Mesh using edge collapses with a triangular mesh for hierarchical LOD setups. This algorithm is based of Hugues Hoppe’s Progressive Mesh 1996 paper.

You can specify the number of faces you want the obj model to be reduced to and the program will calculate the best series of edge collapses to reduce the polycount of the mesh with the least amount of change in its volume. The only limitations to the algorithm used is that the model must be Triangular and have no holes in the mesh.

There is also no consideration for other aspects of the model when calculating the cost of an edge collapse such as texture co-ordinates. Only the position of the vertices are taken into account. This is something that I wanted to implement into the code and very well could do as the formula would allow for this calculation to effect what line edges should be collapsed.

This was my first C++ project and was a big challenge for me: I had only used Python for programming before and C++ doesn’t do any of the hand holding that Python does. It was a big jump for me but I feel that the results the program can produce are fitting and useful.


Download

Where you can access this project
This project is under the GNU General Public License v3.0. Click here for more information.Currently is un-optimized and buggy. If you choose to download and use be wary of this.

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The Forager

The Forager is a platform, puzzle game of a creature with botanical abilities that explores and traverses an infected forest. By exploiting the enchanted ways of the environment, the Forager must reach the heart of the forest, the Tree of Life, to unveil the reason behind this unexplained corruption.

About Me

England-based technical artist, computer graphics designer, programmer and games designer who strives to create work that not only meets your needs but is to a level that I, myself, am proud of. Currently an Associate Technical Artist at Splash Damage. A first class honours graduate at the NCCA, Bournemouth University after studying a BA (Hons) Computer Visualisation & Animation.

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