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Btw, I just fixed a small bug - so please update vedo (eg. with I also created a new example, as I think this might interesting for others too (@jo-mueller ) |
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Super cool! @marcomusy Maybe one comment for the above - am I right in the assumption that the returns all 3-hop neighbors, so to say, for a queried vertex? I would find it a bit cleaner to search for neighbors by a given radius. Depending on how the mesh is constructed (i.e., if it has scarce vertices in flat areas), this could influence the outcome in strange ways? I guess my "safe route" to take at this is to try to smooth/decimate the mesh into triangles of regular size and then calculating curvature in a neighborhood specifiec by radius rather than by neighborhood. Then again, maybe taking far-away neighbors for scarce vertices in flat areas is actually really desirable? 🤔 I could see this being legitimate, too. |
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Hi Johannes, yes that would be cleaner but also computationally more expensive because you then need to compute geodesics... PS: in fact maybe specifying a desired nr of nieghbors is even a better and cheaper option. |
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Yosh, that's true. At least in geometrically intricate regions I wouldn't count much on the euclidian distance to be a good measure of neighborhood. Maybe a combination of both would be reasonable - if that's what you are suggesting? I.e., obtain a group of neighboring vertices and cap these vertices by a max_radius (geodesic/euclidian) distance? |
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Can I calculate the principal curvatures of the mesh and their directions (see the image)? Also, is there another method to measure curvature besides using mesh.compute_curvature(method=0), where the measurement is independent of quality or fineness of the mesh?
Thanks for the help. I am very happy with the vedo package.
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