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change(/wiki/surface-extraction): add some content and TODO's
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content/wiki/surface-extraction/index.md

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@@ -7,8 +7,34 @@ categories = ["rendering"]
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tags = ["rendering", "meshing"]
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**Surface extraction** (commonly called **meshing**), is the process of generating
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a [mesh](https://en.wikipedia.org/wiki/Polygon_mesh) or point-cloud representing
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*just* the reachable/visible surface of the volume, which can then be
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[rasterized](https://en.wikipedia.org/wiki/Rasterisation) into visible pixels.
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{{ stub_notice() }}
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{{ todo_notice(body="Amount of geometry per mesh *vs* amount of meshes.") }}
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{{ todo_notice(body="Reducing frequency of remeshing and bandwidth limits.") }}
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{{ todo_notice(body="Offloading meshing to other threads and cloning volume data.") }}
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{{ todo_notice(body="Performance optimizations and pitfalls.") }}
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## Rasterization Performance
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The performance of rasterizing a meshed volume,
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mainly depends on the following factors:
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- The amount of vertices/facelets in view of a camera,
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even if they're *not* actually visible on screen.
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- The data-size of each *individual* vertex/facelet,
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due to memory bandwidth and caching limitations.
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- The area of pixels where any geometry overlaps: *overdraw*.
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{{ todo_notice(body="Explain further?") }}
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## References
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- <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>

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