Q1 What does the name mean?
Q2 Why does the wireframe flicker and look all jaggy?
If the GPU does not support the
GL_EXT_geometry_shader4 OpenGL extension, Dilay (version 1.6.1 or higher) uses a fallback method for wireframe rendering which doesn’t look very pretty, but is probably better than nothing.
Q3 What to do if Dilay crashes when enabling wireframe rendering?
Start Dilay version 1.6.1 or higher, go to Edit -> Configuration -> Misc, and disable Use geometry shader. Then restart Dilay. Now wireframe rendering should work, albeit looking a bit off (see previous question).
Q4 Can you point out resources you found useful for developing Dilay?
While developing Dilay, different approaches for its sculpting tools have been tested and evaluated. The following list cites papers where some of the underlying techniques are described:
Sculpting and smoothing
- Mesh Relaxation: A New Technique for Improving Triangulations, W. Frey, D. Field
- Interpolating Subdivision for Meshes with Arbitrary Topology, D. Zorin, P. Schröder, W. Sweldens
- Incremental Subdivision for Triangle Meshes, H. Pakdel, F. Samavati
- Freestyle: Sculpting Meshes with Self-Adaptive Topology, L. Stanculescu, R. Chaine, M. Cani
- Dynamic Subdivision Sculpting, R. Hernandez
Trimming and mesh reconstruction (cf. Dilay’s Trim tool)
- An Advancing Front Delaunay Triangulation Algorithm Designed for Robustness, D. Mavriplis
- Filling Holes in Meshes, P. Liepa
- Triangulation by Ear Clipping, D. Eberly
Mesh construction from isosurfaces (cf. Dilay’s Remesh tool and Sketch → Mesh conversion)
- Constrained Elastic Surface Nets: Generating Smooth Models from Binary Segmented Data, S. Gibson
- Dual Marching Cubes, G. Nielson
- Marching Cubes 33: Construction of Topologically Correct Isosurfaces, E. Chernyaev