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lod generator standalone #32382
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| <script src="https://cdnjs.cloudflare.com/ajax/libs/jszip/3.10.1/jszip.min.js"></script> |
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| import { FBXLoader } from 'three/addons/loaders/FBXLoader.js'; | ||
| import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js'; | ||
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| import { LODGenerator, LODDistanceCalculator } from './LODGenerator.js'; |
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I'll just point out that gltf-transform also has a reasonable mesh decimation algorithm (there are a number of easy-to-use tools available for this) so I question whether it's valuable to rewrite it let alone maintain a tool for it in this repo. |
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I'm mostly curious about the algorithm. If the output could get better we could easily integrate this in the Three.js Editor instead. |
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To clarify, QEM is the approach from Garland and Heckbert [1998] and well know for its conceptual issues like it does not properly preserve uv coordinates such that textures are correctly projected on the simplified meshes. A very promising approach known from #14058 is this one: https://cragl.cs.gmu.edu/seamless/ In the link you find the related paper, the presentation from SIGGRAPH Asia 2017 and also a GitHub repository with a C++ implementation: https://github.com/songrun/SeamAwareDecimater?tab=readme-ov-file#seam-aware-decimater |
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BTW: Before adding a new component, a PR should probably improve the existing |

Description
A LOD generator tool. Upload a mesh and create different LOD meshes with QEM algorithm.
https://raw.githack.com/FlankaLanka/three.js/lod-gen/tools/lod-generator/index.html