Steemberg's algorithm for poly reduction as modifier?

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Lorca
Posts: 13
Joined: Tue Jan 14, 2003 12:44 pm
Location: São Paulo, Brasil

Steemberg's algorithm for poly reduction as modifier?

Post by Lorca » Mon May 10, 2010 4:55 pm

Hi guys! I guess must of you know about Eskil Steemberg and his works ( http://www.quelsolaar.com/ ).

The thing is: this guy wrote a interesting algorithm for polygonal reduction a long time ago (2001).
http://www.quelsolaar.com/technology/CRoCCLSS.pdf

It remains useful for game prototyping I guess.

Here is a quick example on how this algorithm affects topology (YouTube) Please scroll to 9:45 :

http://www.youtube.com/watch?v=DPIA2g8T6Hw


This guy (Eskil) also did a modeler (LoqAirou) that implements the algorithm and it's available here: http://www.quelsolaar.com/loq_airou/. It's a joy to see the algorithm working in realtime, if you don't know about it yet, don't forget to take a look! :)

Does anybody has any hint on how to implement this algorithm into Blender modifiers? I think it would be very useful for the Blender Game Engine and non realistic / low poly modeling.

Thanks a lot for reading this,

Ortiz
"First they ignore you, then they lough at you, then they fight you. And then... you win."

M. Gandhi

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