For an upcoming project I need to build a vertex traversal graph for huge 3D meshes (few million triangles+), so that I can efficiently navigate from a given vertex to its various neighbours and so forth... So I've implemented the Winged-Edge structure on top the existing TriangleMesh class in toxiclibs and then quickly implemented some basic subdivision strategy too (mainly to test the system for correctness and performance). Most of these meshes started out as a simple 8-point cube, subdivided 4-5 levels and then rendered as VBOs with standard gouroud shading...
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