Frantic PonE said:
This looks pretty good as one of the absolute latest ones: https://github.com/mrakotosaon/diff-surface-triangulation Already uses some ML-ish stuff for optimization over a given domain, works with silhouette kinda.
Yes, but throwing TensorFlow at the problem is overkill, and probably slow. The basic problem here is the metric of goodness, not the optimization towards the metric. We're just talking about quartic optimization with some additional restrictions. That's a greedy algorithm - find best improvement currently available, repeat. There's not much of a local minima problem, so the heavy machinery of ML isn't needed.
JoeJ said:
So you want some kind of impostor geometry?
Kind of.
This is all for Second Life / Open Simulator. The servers are proprietary, the clients are open source, and the content is mostly made by users. Most successful content at highest LOD is quite good, but lower LODs tend to be poor.
The content uploading process has a built-in LOD creator. It's based on GLOD, and it's awful. A new LOD creator, based on “meshoptimizer”, is in test, but it's not all that much better, as the discussion at the top of this article shows. So I'm looking for solutions that work better.
It's common in this system to way overdo mesh reduction, taking something down to maybe 10-50 faces at the lowest LOD. This inherently looks awful, but it's distant, and thus tolerable. The goal here is to make it less awful. Hole free is the minimum. This isn't about reducing 50,000 vertices to 5,000 vertices. It's about reducing 500 to 50 while retaining something reasonable at distance.