Resample a mesh uniformly
Resample a mesh uniformly
vcgUniformRemesh( x, voxelSize = NULL, offset = 0, discretize = FALSE, multiSample = FALSE, absDist = FALSE, mergeClost = FALSE, silent = FALSE )
x |
triangular mesh |
voxelSize |
voxel size for space discretization |
offset |
Offset of the created surface (i.e. distance of the created surface from the original one). |
discretize |
If TRUE, the position of the intersected edge of the marching cube grid is not computed by linear interpolation, but it is placed in fixed middle position. As a consequence the resampled object will look severely aliased by a stairstep appearance. |
multiSample |
If TRUE, the distance field is more accurately compute by multisampling the volume (7 sample for each voxel). Much slower but less artifacts. |
absDist |
If TRUE, an unsigned distance field is computed. In this case you have to choose a not zero Offset and a double surface is built around the original surface, inside and outside. |
mergeClost |
logical: merge close vertices |
silent |
logical: suppress messages |
resampled mesh
## Not run: data(humface) humresample <- vcgUniformRemesh(humface,voxelSize=1,multiSample = TRUE) require(rgl) shade3d(humresample,col=3) ## End(Not run)
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