A minimal 3D cylindrical geometry, including normals, UVs, and mesh.
Surface Simplification via Quadric Error Metrics
Calculate mass properties of a mesh
Iteratively split edges to get a more uniform tessellation
Iteratively split triangles to get a more uniform tessellation
Consistently orient manifold patches of a 2D simplicial complex
Extract manifold patches from a mesh
Gaussian quadrature for a triangle
Compute winding number for a mesh
Pick a random point in a triangle
Pick a random point on a unit sphere in 3D
Globally orient mesh using raytracing heuristics
Extract a patch from a mesh given a seed face using dihedral angle heuristics.