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  • Published 5 May 2022

Decimate Modifier performace and interactive preview

From my understanding, blender currently iterates the entire mesh searching for the edge that will introduce the least error when collapsed and then re-evaluates the best edge again and repeats it until the desired reduction is achieved.

Other methods seem to assign a importance value to each vertex/edge once and then re-use this for the decimation, rather than re-evaluating everything based on the previous iteration.

3DS max seems to use such an approach where there is a lengthy pre-computation but the actual decimation is capable of running interactively. youtu.be/hEHm5T-_l-Y

Papers exist for parallel approaches which also seem to favor pre-computation of edge importance e.g.: researchgate.net/publication/3911865_Parallel_triangular_mesh_decimation_without_sorting

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the51
5 May 2022

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