3D Straight Skeleton via CGAL

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Integrated the 3D Straight Skeleton algorithm in CGAL, using the inlinecpp Python module. The inlinecpp Python module in a Python SOP is almost good enough as JIT compiling as a Wrangle SOP for HDK.
Edited by kelvincai - June 26, 2020 14:59:42

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Nice one Kelvin Did you experiment with CGAL point clouds? I wonder if they are comparable to native point clouds in Houdini in terms of performance, particularly because CGAL also have incremental neighbor searching.

That's also why I always ask SESI at each beta to add a C++ Wrangle to Houdini out of the box, so we can do these kinds of things much easier. Maybe 18.5

Edited by animatrix_ - June 28, 2020 08:37:49
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Thanks. I didn't try the point cloud data structure in CGAL yet. I just cherry-picked several CGAL algorithms for a project I am working on.

Yup, a native C++ Wrangle SOP is nice and your node is awesome too. However, the users still need to setup a proper dev environment for compiling (at least at Windows) which might be confusing for some users.
Edited by kelvincai - June 28, 2020 13:22:05
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I agree it's definitely a hurdle if you don't have Visual Studio installed on Windows which I always have. So that makes it much easier for me to set it up.

Not sure if SESI can ship with the necessary compilers for Windows
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Maybe something like an OnCreated script to guide you to download and install the proper Visual C++ Express version if the node is dropped down the first time on Windows. Much like how the NVidia denoiser is setup for Mantra, I think.
Edited by kelvincai - June 29, 2020 02:29:34
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That's a very good idea actually. Would make the whole thing a lot easier, and allow artists to expand their capabilities inside Houdini to new levels.
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Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | animatrix2k7.gumroad.com
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