mesh_process op• データ種: mesh → mesh
• 呼び出し: import fullseye as fs; fs.ledger.decimate_qem(V, F, target_faces, protect=None) (実装を直接呼ぶなら import meshrepair; meshrepair.decimate_qem(V, F, target_faces, protect=None)、台帳から引くなら ops3d.get("decimate_qem"))
Quadric-error-metric edge-collapse decimation toward *target_faces*.
*protect* (optional, (nv,) bool): vertices that must survive untouched —
no edge incident to a protected vertex is collapsed, so the faces around a
crater rim, a boulder or any region you flagged keep their exact geometry
(`meshres.mesh_decimate_preserving` derives the mask from the detail map
and reports what the rest of the reduction lost).
Garland & Heckbert 1997: each vertex carries the sum of the squared-distance
quadrics of its incident face planes; the cheapest edge is collapsed to the
position minimising that quadric (a midpoint/endpoint fallback when the 3x3
system is singular, e.g. on a flat face), quadrics are accumulated onto the
surviving vertex, and incident edge costs are re-queued. Collapses that would
flip a face normal or land on a non-manifold edge are skipped, so the result
stays a sane surface.
Honest scope: this is a practical QEM, not production-grade. It has no
boundary-preservation term, no attribute (colour/UV) quadrics and no
aggressive validity recovery, so on awkward meshes a few non-ideal collapses
can survive and the collapse may stop a little short of *target_faces* when
every remaining candidate is blocked by the flip/manifold guard. Good enough
for a cheap collision proxy; not a replacement for a dedicated remesher.
• blender_interop — Blender との併用 — 形を作って fullseye で測る(軸・単位・正解データの罠)
• サンプルデータ カタログ(DL URL / ライセンス) — 2-D は skimage.data(BSD/public)+ 合成、3-D は実データ源(Stanford/PDS 等)の DL URL。
• 演算子の来歴・参考文献 — この op 族の元になった研究/手法の出典。
• mesh_decimate — py -3.11 examples_3d/mesh_decimate.py
• mesh_lod_download — py -3.11 examples_3d/mesh_lod_download.py
• mesh_resolution_demo — py -3.11 examples_3d/mesh_resolution_demo.py
mesh を入力に取れる)mesh_to_voxel · mesh_to_points · to_points · fuse_to_voxel · ambient_occlusion · cast_shadow · supersample_mesh · render_beauty
mesh_process)laplacian_smooth · taubin_smooth · face_normals · vertex_normals · mesh_area · vertex_curvature · face_areas · mesh_volume
*Provenance: meshrepair.py — 3D operator registry. この per-op ノートは tools/opdocs.py md が自動生成(手編集しない)。*
© 2026 Kazufumi Furuse — Fullseye operator documentation. Licensed under Apache-2.0.