Inspiration

Make detailed 3D Experience possible with current technology

What it does

Check this self-explaining presentation

How I built it

There are some math libs around, which I implemented/hacked in order to simplify the mesh

Challenges I ran into

Its all about math, in particular, differential geometry. the math knowledge on topology and optimization is required.

Accomplishments that I'm proud of

Build running applications with almost real-time mesh optimization

What I learned

There a huge potential in real time geometry generation on a real-time-flow

What's next for MeshLess

  1. to make an automatic export/import from/to Unity
  2. try some distributed computation on VR devices e.g. a scene will be rendered by two or more players that moving in the same environment

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