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is it a good idea? unclear! but I think separating "generate surface points" from "stitch them together into the output mesh" is an interesting kernel of an idea

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Generating points on the intersection between two+ surfaces (to get nice edges/corners) is one way where this gets you into trouble, because the geometry itself is incredibly nasty

I don’t think it’s quite equivalent – having tet vertices tagged as inside/outside/surface makes it easier to tell where you need to refine further, compared to a raw point cloud

Oh man. I published some very old work in the area 20 years ago and this area is a mine field. It’s a fractal of corner cases all fighting you. In the middle of really nasty optimization, geometry/topology methods while also dealing with numerics. It’s a nightmare

There was a PhD thesis out of UVA around this time that had an interstitial joke illustration of a fake O'Reilly book cover titled "GPGPU for dummies", with a tagline "Tron meets Fear and Loathing in Las Vegas". The cover animal was Cthulhu. I wish I could find it.

“Okay, so first we assume the existence of a numerically robust incremental Delaunay tetrahedralization library” “Did you just tell me to go fuck myself?”