Hi! I am having real problems to find info on this subject. Do you know

if there is any source code/tutorial/library on the net to make 3d fonts

from truetype font descriptions? If I have to made on my own, what

methodology would you follow? The hardest part to me is creating triangle

lists from the vertices I already have. Please point me in the right

direction to do this,

any help would be really appreciated.

Here is my problem: I search a fast solution to obtain

the *best* triangulation according to only one criteria,

i.e. I want to minimize the dispersion of valence-6

vertices around each vertex of the final triangulation.

Is there a link on the web in order to do that please ?

any help would be _very_ appreciate, a cc by email too.

--

Pierre Alliez

University of Southern California

Last OpenGL tutorial -> http://www.codeproject.com/useritems/glexport.asp

> Here is my problem: I search a fast solution to obtain

> the *best* triangulation according to only one criteria,

> i.e. I want to minimize the dispersion of valence-6

> vertices around each vertex of the final triangulation.

you can start taking a look at > the *best* triangulation according to only one criteria,

> i.e. I want to minimize the dispersion of valence-6

> vertices around each vertex of the final triangulation.

> Is there a link on the web in order to do that please ?

> any help would be _very_ appreciate, a cc by email too.

> --

> Pierre Alliez

> University of Southern California

> Last OpenGL tutorial -> http://www.codeproject.com/useritems/glexport.asp

author = "William H. Frey and David A. Field",

title = "Mesh Relaxation: A New Technique for Improving

Triangulations",

journal = "International Journal on Numerical Methods in

Engineering",

year = "1991",

volume = "31",

pages = "1121-1133",

annote = "mesh improvement, edge swaping, degree regularization",

basically, his algorithm is to loop over the edges of a given triangularQuote:}

mesh and for each one performs a swap if it would collectively increase the

regularity of the nodes belonging to the triangles sharing that edge.

besides swapping you could also perform other topological operations not

mentioned on the paper and get even better meshes wrt node degree (or

valence, if you will) uniformity. an edge based data structure will do all

good here.

with this simple O(n) algorithm and depending on the algorithm used to

generate the triangular mesh, you can achieve around 80%-85% of 6-degree

nodes and eliminate, most of the time, 4- and 8-degree nodes from the mesh.

the articles below are also on this same line.

i am curious: why you need a predominat 6-degree mesh ? what is it used for

?

- alex.

author = "Edwin Boender",

title = "Reliable Delaunay-Based Mesh Generation and Mesh

Improvement",

journal = "Communications in Numerical Methods in Engineering",

year = "1994",

volume = "10",

pages = "773-783",

annote = "describes an improvement over Frey's regularization

algorithm"

}

author = {Canann, S. A., S. N. Muthukrishnan and R. K. Phillips},

title = {Topological Refinement Procedures for Triangular Finite Element

Meshes},

journal = {Engineering with Computers},

year = {1996},

volume = {12},

pages = {243-255},

month = {December},

annote = {

This paper presents a topological approach to improve the quality of

unstructured triangular finite element meshes. Topological improvement

procedures are presented both for elements that are interior to the mesh

and for elements connected to the boundary. Optimal ordering of the

topology improvement operations and their efficient implementation is also

discussed. Several example meshes are included to demonstrate the

effectiveness of the approach in improving element quality in a finite

element mesh.}

author = {Canann, S. A., S. N. Muthukrishnan and R. K. Phillips},

title = {Topological Refinement Procedures for Triangular Finite Element

Meshes},

journal = {Engineering with Computers},

year = {1996},

volume = {12},

pages = {243-255},

month = {December},

annote = {

This paper presents a topological approach to improve the quality of

unstructured triangular finite element meshes. Topological improvement

procedures are presented both for elements that are interior to the mesh

and for elements connected to the boundary. Optimal ordering of the

topology improvement operations and their efficient implementation is also

discussed. Several example meshes are included to demonstrate the

effectiveness of the approach in improving element quality in a finite

element mesh.}

Quote:}

1. 3D fonts, 3D fonts from 2D fonts, common fonts data

Hi everybody,

i'd like to use some fonts in 3D for a logo, for that i

have several questions:

1.

Can i download 3D fonts somewhere? (And info or example

code how to render the data in OpenGL)?

2.

Can i generate 3D fonts from 2D fonts?

Like give them a depth and smooth the edges (45 degree)?

This should be a common algorithm, has anybody done that?

Regards,

Torsten.

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13. TrueType Fonts

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