Jun wrote:
I have two further questions.
1) Have you ever tried the direct point rendering, just as
glNormal3f();
glVertex3f;
My limited experience is that, after using the bilateral filtering for the normals, the direct point rendering looks much smoother for smooth surface like the sphere region in the demo. The drawback is that the sharp edge may be not very clear. And that's why I am looking for some approaches to translate from direct point rendering to mesh rendering.
Unfortunatly I don't have any experience with Point-Based Rendering, though I'm aware it is an active research topic. However, I have fairly recently added a mesh smoothing function to the PolyVox Library. See IndexedSurfacePatch::smooth(). Also, you can use higher quality normals to improve the appearence. Search the source for CENTRAL_DIFFERENCE, SOBEL, etc. I have been able to achieve the following results.
Unsmoothed:
Smoothed:
Jun wrote:
2) Is there any interface in your code to save the generated mesh in popular file format such as .obj or wrml? The current appearance of the demo is not so good. So I am considering load the generated mesh in other software such as Deep view.
No, but you have acess to the triangle data so it wouldn't be difficult to add an exporter. .obj in particular is a very simple format. I wouldn't mind adding such an exporter to PolyVox though it would belong in 'Util' rather than 'Core'. I don't know when I'd get around to it though...
Jun wrote:
BTW, your documents is clear and helpful, thanks very much.
Great! I'm certainly intending to add a lot more in the way of documentation...