Open SamTov opened 3 years ago
For option 3: update_geometry()
is faster than using remove_geometry()
+ add_geometry()
to update the particle. Currently only point clouds are supported, but mesh support is expected in a few weeks.
In the mean time, can you test update_geometry()
with only the vertices in your particle mesh and check if that is fast enough for your application?
[This is a method of the lower level Scene class]
Also, Open3D can easily handle meshes with >10M points / triangles (limited by your GPU). Another thing would be to make a single mesh from all of your particles and update that at each time point.
Thats good to know, I assumed the engine was capable of handling it I just was quite unsure of the best way to implement it. When it comes to creating a single mesh, how would I do this using N spheres as well as the update?
@ssheorey Is there any update on when the update_geometry() function will support meshes?
Is your feature request related to a problem? Please describe. I am using open3D to make visualisation engine for particle trajectories. For each particle I must render a mesh, typically a sphere. Making the initial scene is quite simple but when I wish to run the trajectory through time I am unsure of the best way to go. Typically I think of one of the follow:
I am just looking for some ideas about the best way to do this. Typically I want to visualise >1000 particles and so performance is fairly important. Any ideas would be greatly appreciated.