Create vertex color based meshes that have geometric detail around areas where pixel contrast expresses the details.
This is a fun little project where I encounted this great https://simonschreibt.de/gat/homeworld-2-backgrounds-tech/ by Simon Schrebibt and decided to go implement it. I used some LLM here and there to to see how it would fair. It largely got many things wrong but also made somethings very quick to impl.
cargo build --release
dtris --help
Example
dtris -i nebula_3.png --sample random --detail-samples 3000 --grey-threshold 2 --black-level 16
The results will be in the output folder named like the input image.
- gui interface, see the results live in the application
- fix GLB output