Is there any reason why we used the surface mesh decimation algorithm of open3D?
Cedalion has a huge dependency list already and open3D is somehow annoying to install on MacOS and I also had some issues installing it in a singularity container for running it on the HPC (due to libgomp1). Surface mesh decimation algorithms exist for example also by vtk or in mne (which calls vtk). Both are already dependencies of cedalion.
Mesh quality is the same (both implementations use Quadric Error Metric Decimation).
I also corrected a typo in src/cedalion/imagereco/forward_model.py from PR#3.
Is there any reason why we used the surface mesh decimation algorithm of open3D? Cedalion has a huge dependency list already and open3D is somehow annoying to install on MacOS and I also had some issues installing it in a singularity container for running it on the HPC (due to libgomp1). Surface mesh decimation algorithms exist for example also by vtk or in mne (which calls vtk). Both are already dependencies of cedalion. Mesh quality is the same (both implementations use Quadric Error Metric Decimation).
I also corrected a typo in
src/cedalion/imagereco/forward_model.py
from PR#3.