#Meshes

Got Root :hispagatos: # :idle:rek2@hispagatos.space
2025-06-03

Desde hoy la comunidad mundial de Meshtastic nos ha creado un sub-espacio en
Matrix, para la comunidad de habla-hispana.
El Espacio Matrix: #spain:meshnet.club
y de momento tenemos esta sala #meshtastic-spain:meshnet.club
con el tiempo pondremos mas para cada ciudad y region!
#meshtastic-spain #meshtastic #hackers #hacking #radio #decentralization
#culturahacker #meshes #reticulum

2025-04-05

#GameDev #ComputerGraphics #Normals #Meshes I am already well familiar with the concepts of vertex and face normals, and I know ways to calculate them for simple, or even quite complex cases. Simple being all smooth, or all facetted. Moderately complex being where we have some sharp and some smooth edges, maybe based on an angular threshold, and can share or split verts/normals accordingly.

But... but... what do we do when the mix of sharp and smooth edges is ambiguous, like in the picture. The red edge is sharp and the three blue ones are smooth, so how do we treat the 4 polygons where they meet at the vertex? There is no clean division between polys which connect smoothly and ones which should be separate rotating anticlockwise from A to D, all the edges should be smooth, so A should share a normal with B, and thus with C and eventually D, but going the other way, from A straight to D, we'd like the line to be sharp and we'd like them not to share. Obviously we can't have both. It's a puzzler...

A diagram showing a corner where four squares meet, the squares are labelled A, B, C and D.  All squares are separated by blue lines, except A and D which are separated by a red line...
2025-03-05

🏛️ Da die Frage mehrfach aufgekommen war: Wir haben in #NFDI4Objects eine Arbeitsgruppe zu #3DAnnotation.

ℹ️ Weitere Informationen sind hier zu finden: nfdi4objects.net/portal/twgs/3

#nfdi #nfdirocks #3DDaten #3D #Meshes #WebAnnotationModell #Kulturerbe #heritage #digitalheritage #DHd2025 @hubertmara @kacebe

Rokojorirokojori
2025-01-10

Added spline-to-spline mesh deformation. 🌶 Vertices mapped by distance to splines & their pose + twist. Useful for other procedural generation like tree branches, flowers, plants ☘️🌴🌲🪴🌳 etc. And it's really fun ^^

2024-09-30

With gltf.report/ , you can quickly preview and inspect #meshes and #textures that appear in a #glTF asset. It also reports details about the types, structure, and memory usage of meshes and textures.

China Business Forumcnbusinessforum@mstdn.business
2024-03-12

[#TRADESHOW] 2024 The 24th China (Guangzhou) Int’l Platemetal, Bar, Wire, Metal Processing & Setting Equipment #exhibition presents #steel #smelting #technology, #aluminum, #steel #meshes, #screw #wires #rods, board #cutting #equipment, #metallurgic #automation apparatus, #cooling fluid and #oil for #metal processing, #CNC equipment, #sheet metal processing, and #surface treatment. 11.-13. May 2024. China Import and Export Fair Pazhou Complex (CFC), #Guangzhou, #China. cnbusinessforum.com/event/the-

GigaMesh Software Frameworkgigamesh@archaeo.social
2023-12-19

#NewRelease with #glTF export by E.Stötzner for Linux, which is not complete in terms of color support for #3D #meshes. @nfdi4culture @nfdi4objects There are also other smaller fixes and improvements (see gigamesh.eu/news/).

2023-11-28

MeshGPT: Generating triangle meshes with decoder-only transformers
nihalsid.github.io/mesh-gpt/
#ycombinator #MeshGPT #GPT #Transformers #Meshes

2023-11-28

MeshGPT: Generating Triangle Meshes with Decoder-Only Transformers
nihalsid.github.io/mesh-gpt/
#ycombinator #MeshGPT #GPT #Transformers #Meshes

empet :julia:empet@fosstodon.org
2023-03-27

Using techniques of CSG+SDF the object/subject of a gray #image can be sculpted into a volume.
#CSG= Constructive Solid Geometry
#SDF=Signed Distance Function.
The attached images are 3d #meshes derived from SDFs:

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst