geometry-mesh-decimation

Decimate terrain meshes with QEM edge collapses while preserving coastline boundaries.

Updated Apr 21, 2026
One-click install
npx skills add https://github.com/gregoryraymond/claude-agents-and-skills --skill geometry-mesh-decimation
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: geometry-mesh-decimation
Source: https://github.com/gregoryraymond/claude-agents-and-skills/tree/main/skills/geometry-mesh-decimation
Command: npx skills add https://github.com/gregoryraymond/claude-agents-and-skills --skill geometry-mesh-decimation

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Quadric Error Metrics (QEM) mesh decimation for terrain LOD generation, enabling reduced triangle counts while preserving coastline boundaries and essential features for terrain rendering.

Core Features & Use Cases

  • QEM-based edge collapse: use vertex quadrics to evaluate and pick collapses that minimize error.
  • Boundary preservation: apply penalty planes to protect coastlines, beaches, and mesh boundaries.
  • Progressive detail support: generate multiple LODs and support adaptive detail strategies for terrains.
  • Rust guidance: outlines data structures and algorithms in Rust for high-performance execution.

Quick Start

Apply the QEM-based simplification to the terrain mesh to generate progressively simplified LODs while preserving coastline boundaries.

Frequently Asked Questions about geometry-mesh-decimation

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I reduce terrain mesh triangles while preserving coastlines?

Terrain mesh decimation using Quadric Error Metrics reduces triangle counts while applying boundary penalty planes to protect coastlines, beaches, and mesh boundaries from collapsing.

What is QEM mesh decimation and how does it handle terrain LOD generation?

QEM mesh decimation evaluates edge-collapse costs using per-vertex quadrics to minimize geometric error, enabling progressive terrain LOD generation with adaptive detail levels.

How do I generate multiple LODs for terrain rendering without losing boundary features?

Generate progressive LODs by queuing edge-collapse candidates in a priority queue ranked by quadric cost, adding boundary penalty planes to prevent inversions and preserve critical coastline features.

Can I preserve colors and textures when simplifying terrain meshes?

Yes, the QEM decimation process supports optional attribute preservation for colors and textures alongside geometric simplification, maintaining visual fidelity while reducing triangle counts.

Does this terrain decimation approach work with Rust for high-performance execution?

Yes, the implementation outlines Rust data structures and algorithms for high-performance QEM decimation, including per-vertex quadrics, edge-collapse cost evaluation, and priority queue management.

Why does my mesh decimation distort coastlines and boundary edges?

Coastline distortion occurs when boundary penalty planes are not applied; adding these planes to the QEM calculation governs collapses and prevents boundary inversions during simplification.