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For render_mesh and render_mesh_paper, there are different strategies to obtain mask, depth, wireframe, normals, RGB, RGBA, etc. In a for loop, the interpolation and antialiasing operations after rasterization may be repeatedly invoked, consuming additional time. Which strategy is better overall?
Thanks!
The text was updated successfully, but these errors were encountered:
In Trellis: mesh_renderer.py render()
In refered project by Trellis, has two functions: render_mesh_paper and render_mesh. Trellis home-page /readme "Modified Flexicubes: In this project, we used a modified version of Flexicubes to support vertex attributes."
For render_mesh and render_mesh_paper, there are different strategies to obtain mask, depth, wireframe, normals, RGB, RGBA, etc. In a for loop, the interpolation and antialiasing operations after rasterization may be repeatedly invoked, consuming additional time. Which strategy is better overall?
Thanks!
The text was updated successfully, but these errors were encountered: