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Delaunay algorithm for tessellation of a 3D model by its texture?
Delaunay-tessellation of pictures is a fairly common game. It's usually used to get a stylized image: neoformix.com/2012/DelaunayImages2.html
It's strange that no one has yet tried to use the same principle for tessellation of 3D models to turn texture colors into model vertex colors. A similar thing was used in HomeWorld for the background - simonschreibt.blogspot.com/2013/03/homeworld-backg... , which allowed them to save on very detailed textures. However, this utility creates only spherical models, I would like to tessellate arbitrary models. Especially interesting is the use of such tessellation to store light maps - a certain approximation is allowed here.
Does anyone know of similar utilities? If not, perhaps there are sites where you can throw ideas for students, and they will develop algorithms for their coursework and for open source? :)
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