Implementation of a mesh simplification algorithm

Implementation of a cost-based triangle count reduction algorithm (vertex/edge/face collapse) in Delphi (2010 compatible).

We are looking for an implementation, which

- builds on an existing basic triangle mesh library that will be supplied by us

- is reasonably fast and robust

- respects constraints, such as smoothing groups

- produces optimal, artifact-free(!), results on arbitrary meshes

- is sufficiently documented (code comments)

Suggested interface: Implementation as a method of the TTriMeshObject class. This method should take either a cost threshold or a target face count as a parameter, generate the optimized mesh and return TRUE, if successful.

Additional note: We already have a working implementation of a mesh simplification algorithm (as described here: [url removed, login to view]), which unfortunately produces a number of fatal artifacts, such as non-manifold faces. Therefore we are looking now for a more sophisticated solution.

Skills: Delphi

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( 4 reviews ) Leipzig, Germany

Project ID: #1130910

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Hi, i read the article and that algorithm seems to be quite straightforward. I would be happy to help in improving it to work well for special cases.

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Hello, please check PMB

€3500 EUR in 45 days
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I'm ready to implement this mesh simplification algorithm for you.

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