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Original file line number | Diff line number | Diff line change |
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@@ -30,7 +30,7 @@ The package provides also constrained triangulation (with mesh refinement) which | |
- [PCA transformation](#pca-transformation) | ||
- [Benchmark](#benchmark) | ||
- [Dependencies](#dependencies) | ||
- [Roadmap v2.0](#roadmap-v20) | ||
- [Things to consider](#things-to-consider) | ||
- [Bibliography](#bibliography) | ||
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## Getting started | ||
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@@ -55,7 +55,7 @@ Add or modify scoped registries in the manifest | |
and in the dependencies provide selected version of the package | ||
<pre> | ||
"dependencies": { | ||
"com.andywiecko.burst.triangulator": "1.5.0", | ||
"com.andywiecko.burst.triangulator": "2.0.0", | ||
... | ||
</pre> | ||
See Unity docs for more details https://docs.unity3d.com/2021.1/Documentation/Manual/upm-scoped.html | ||
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@@ -383,23 +383,25 @@ The package uses [`Burst`][burst] compiler, which produces highly optimized nati | |
Below one can see a log-log plot of elapsed time as a function of the final triangles count after mesh refinement. | ||
Using Burst can provide more or less two order of magnitude faster computation. | ||
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> **Note** | ||
> The following figure was obtained with `v1.0`. | ||
![Burst Triangulator benchmark](Documentation~/burst-benchmark.png "Burst Triangulator benchmark") | ||
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Below, you'll find a performance comparison (Burst enabled) between `v1.0.0` and `v2.0.0` (for the refinement task). | ||
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![benchmark-v1-v2](Documentation~/benchmark-v1-v2.png) | ||
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## Dependencies | ||
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- [`Unity.Burst`][burst] | ||
- [`Unity.Collections`][collections] | ||
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## Roadmap v2.0 | ||
## Things to consider | ||
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- [ ] Cache circles for constraint edges. | ||
- [ ] Update `edgeToTriangles` buffer instead rebuilding. | ||
- [ ] Update default `Setting`. | ||
- [ ] Remove native data `struct` (move logic to jobs). | ||
- [X] ~~Remove obsoletes.~~ | ||
- [X] ~~Bump packages and editor.~~ | ||
- [X] ~~Introduce state to support runtime (build) validation.~~ | ||
- [X] ~~"Extract" transformations.~~ | ||
- [ ] Consider using BVT (or another data structure) to accelerate computing. | ||
- [ ] Consider caching circles for constraint edges. | ||
- [ ] Consider refactoring the data structure to update the `edgeToTriangles` buffer instead of rebuilding it. | ||
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## Bibliography | ||
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@@ -410,5 +412,5 @@ Using Burst can provide more or less two order of magnitude faster computation. | |
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[bowyerwatson]: https://en.wikipedia.org/wiki/Bowyer%E2%80%93Watson_algorithm | ||
[rupperts]: https://en.wikipedia.org/wiki/Delaunay_refinement#Ruppert's_algorithm | ||
[burst]: https://docs.unity3d.com/Packages/[email protected]/manual/index.html | ||
[collections]: https://docs.unity3d.com/Packages/com.unity.collections@2.1/manual/index.html | ||
[burst]: https://docs.unity3d.com/Packages/[email protected] | ||
[collections]: https://docs.unity3d.com/Packages/com.unity.collections@2.2 |
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