![]() Which extends to triangles according to the rule,Įach of the sets represents the topology mesh at some level of detail, with being the finest, full detail mesh and the coarsest. This determines a filtration on the vertices, Suppose that each vertex has integer coordinates. ![]() ![]() This can be illustrated in the following diagram: When any two vertices of a cell are rounded to the same point (in other words, an edge collapse), then we delete that cell from that level of detail. The cool thing about them is that unlike other level of detail methods, they are implicit, which means that we don’t have to store multiple meshes for each level detail on the GPU. Progressively Ordered Primitive (POP) buffers are a special case of vertex clustering, where for each level of detail we round the vertices down to the previous power of two. ![]() Alexa: “ The POP Buffer: Rapid Progressive Clustering by Geometry Quantization“, Computer Graphics Forum (Proceedings of Pacific Graphics 2013) Review of POP buffers The specific ideas in this article are applied to Minecraft-like blocky terrain using the same clustering/sorting scheme as POP buffers. In this post, I’ll talk about a simple technique based on vertex clustering with some optimizations to improve seam handling. ![]()
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