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Refining the trigular mesh similar to Young Conker and Fragments

Does anyone know how to create an interface and mesh refiner similar to the initial room scans of Young Conker and Fragments? These refined meshes are way better than anything I've been able to do poking through tutorials. Is there any sort of a plugin to do this processing or was it custom coded by the game developers?

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  • Very interesting - thanks for the response! Quite an impressive code Asobo created. If something similar were available to the casual/average developer, even just the fragment of it that can seam the mesh together and refine it without holes or weird bumps, it would be a huge leap forward from the current publicly available mesh processing algorithms.

  • Thanks, I was wondering on how they did this.

  • Microsoft has a few libraries that help find similar planes of a mesh. I was going to try and just use the planes instead of the mesh. Although, I don't know how well this works. I'm in the middle of integrating it right now.
    https://github.com/Microsoft/HoloToolkit
    https://github.com/Microsoft/HoloToolkit-Unity

  • @Moktoe said:
    Microsoft has a few libraries that help find similar planes of a mesh. I was going to try and just use the planes instead of the mesh. Although, I don't know how well this works. I'm in the middle of integrating it right now.
    https://github.com/Microsoft/HoloToolkit
    https://github.com/Microsoft/HoloToolkit-Unity

    It's an excellent start and, in my opinion, is the way to go right now but has some gaps. Round tables and counters are transformed into rectangles, for example.

    -Matt

  • It might be as simple as just ranking planes on height. Lowest planes are considered floors, low planes--chairs, high planes--tables. At least that's how I'd do it as a first attempt.

    ralphbarbagallo.com - flarb.com - @flarb

  • Anything new on this subject?
    Could Microsoft possibly include this kind of mesh refinement functionality into the HoloToolkit for Unity?

  • In my room, we have a sofa and table they are at the same height. In the game Fragments, their Room Solver AI can accurately recognize the difference. I've looked into the code of the the HoloToolkit-Unity's code, it uses only normal direction and height two determine whether the plane is floor, ceiling, wall or table.

  • Spatial Understanding has been added to the HoloToolkit a few weeks back which gives you the ability to leverage the mesh scanning and understanding capabilities that Asobo did.

    https://github.com/Microsoft/HoloToolkit-Unity/tree/master/Assets/HoloToolkit/SpatialUnderstanding

  • I think that the problem is not only the refinement, but the management of spaces that these games have, being able to save the SPACES and then manage them, even without an internet connection ...
    Mixed Reality Toolkit does NOT have this.
    You can save a mesh, but you can not save and load a space.

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