This example shows how to use the Remeshing processor, while also generating attribute tessellation to embed displacement values, which can be used directly in realtime, or be baked into a high-res tessellated geometry.
cpp
// Copyright (c) Microsoft Corporation. 
// Licensed under the MIT License. 
#include <string>
#include <stdlib.h>
#include <filesystem>
#include <future>
#include "SimplygonLoader.h"
Simplygon::spScene LoadScene(Simplygon::ISimplygon* sg, const char* path)
{
	// Create scene importer 
	Simplygon::spSceneImporter sgSceneImporter = sg->CreateSceneImporter();
	sgSceneImporter->SetImportFilePath(path);
	
	// Run scene importer. 
	auto importResult = sgSceneImporter->Run();
	if (Simplygon::Failed(importResult))
	{
		throw std::exception("Failed to load scene.");
	}
	Simplygon::spScene sgScene = sgSceneImporter->GetScene();
	return sgScene;
}
void SaveScene(Simplygon::ISimplygon* sg, Simplygon::spScene sgScene, const char* path)
{
	// Create scene exporter. 
	Simplygon::spSceneExporter sgSceneExporter = sg->CreateSceneExporter();
	std::string outputScenePath = std::string("output\\") + std::string("RemeshingWithDisplacementTessellation") + std::string("_") + std::string(path);
	sgSceneExporter->SetExportFilePath(outputScenePath.c_str());
	sgSceneExporter->SetScene(sgScene);
	
	// Run scene exporter. 
	auto exportResult = sgSceneExporter->Run();
	if (Simplygon::Failed(exportResult))
	{
		throw std::exception("Failed to save scene.");
	}
}
void CheckLog(Simplygon::ISimplygon* sg)
{
	// Check if any errors occurred. 
	bool hasErrors = sg->ErrorOccurred();
	if (hasErrors)
	{
		Simplygon::spStringArray errors = sg->CreateStringArray();
		sg->GetErrorMessages(errors);
		auto errorCount = errors->GetItemCount();
		if (errorCount > 0)
		{
			printf("%s\n", "CheckLog: Errors:");
			for (auto errorIndex = 0U; errorIndex < errorCount; ++errorIndex)
			{
				Simplygon::spString errorString = errors->GetItem((int)errorIndex);
				printf("%s\n", errorString.c_str());
			}
			sg->ClearErrorMessages();
		}
	}
	else
	{
		printf("%s\n", "CheckLog: No errors.");
	}
	
	// Check if any warnings occurred. 
	bool hasWarnings = sg->WarningOccurred();
	if (hasWarnings)
	{
		Simplygon::spStringArray warnings = sg->CreateStringArray();
		sg->GetWarningMessages(warnings);
		auto warningCount = warnings->GetItemCount();
		if (warningCount > 0)
		{
			printf("%s\n", "CheckLog: Warnings:");
			for (auto warningIndex = 0U; warningIndex < warningCount; ++warningIndex)
			{
				Simplygon::spString warningString = warnings->GetItem((int)warningIndex);
				printf("%s\n", warningString.c_str());
			}
			sg->ClearWarningMessages();
		}
	}
	else
	{
		printf("%s\n", "CheckLog: No warnings.");
	}
	
	// Error out if Simplygon has errors. 
	if (hasErrors)
	{
		throw std::exception("Processing failed with an error");
	}
}
void RunRemeshingWithDisplacementTessellation(Simplygon::ISimplygon* sg)
{
	// Load scene to process. 	
	printf("%s\n", "Load scene to process.");
	Simplygon::spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
	
	// Create the remeshing processor. 
	Simplygon::spRemeshingProcessor sgRemeshingProcessor = sg->CreateRemeshingProcessor();
	sgRemeshingProcessor->SetScene( sgScene );
	
	// Fetch all the needed settings objects for the processing, including the attribute 
	// tessellation settings, which we will set up to receive displacement data in the processed 
	// mesh. 
	Simplygon::spRemeshingSettings sgRemeshingSettings = sgRemeshingProcessor->GetRemeshingSettings();
	Simplygon::spAttributeTessellationSettings sgAttributeTessellationSettings = sgRemeshingProcessor->GetAttributeTessellationSettings();
	
	// Set on-screen size target for remeshing, and tell the remeshing processor to cast 
	// displacement data into the attribute tessellation field of the processed geometry. Note: The 
	// tessellation settings are defined in the section below. 
	sgRemeshingSettings->SetOnScreenSize( 1000 );
	sgRemeshingSettings->SetPopulateAttributeTessellationDisplacement( true );
	sgRemeshingSettings->SetSurfaceTransferMode( Simplygon::ESurfaceTransferMode::Fast );
	
	// Set the tessellation settings. The displacement data will be cast into a tessellated 
	// displacement attribute. In this example we use OnScreenSize as the density setting, which 
	// means that triangles are tessellated based on the size of the rendered object, so that a 
	// triangle is when tessellated roughly the size of a pixel. We also add some additional 
	// constraints, such as only allowing base triangles to tessellate to level 5 (1024 
	// sub-triangles), only allow one level of difference between neighbor base-triangles, and the 
	// total number of sub-triangles should not exceed 1000000. 
	sgAttributeTessellationSettings->SetEnableAttributeTessellation( true );
	sgAttributeTessellationSettings->SetAttributeTessellationDensityMode( Simplygon::EAttributeTessellationDensityMode::OnScreenSize );
	sgAttributeTessellationSettings->SetOnScreenSize( 1000 );
	sgAttributeTessellationSettings->SetOnlyAllowOneLevelOfDifference( true );
	sgAttributeTessellationSettings->SetMinTessellationLevel( 0 );
	sgAttributeTessellationSettings->SetMaxTessellationLevel( 5 );
	sgAttributeTessellationSettings->SetMaxTotalValuesCount( 1000000 );
	
	// Start the remeshing process. 	
	printf("%s\n", "Start the remeshing process.");
	sgRemeshingProcessor->RunProcessing();
	
	// Replace original materials and textures from the scene with a new empty material, as the 
	// remeshed object has a new UV set.  
	sgScene->GetTextureTable()->Clear();
	sgScene->GetMaterialTable()->Clear();
	auto defaultMaterial = sg->CreateMaterial();
	defaultMaterial->SetName("defaultMaterial");
	sgScene->GetMaterialTable()->AddMaterial( defaultMaterial );
	
	// Save processed remeshed scene. 	
	printf("%s\n", "Save processed remeshed scene.");
	SaveScene(sg, sgScene, "OutputBase.obj");
	
	// We will now create an attribute tessellation tool object, and generate a scene with the 
	// tessellated attribute displacement data generated into real tessellated mesh data, which is 
	// stored into a new scene. 
	Simplygon::spAttributeTessellation sgAttributeTessellation = sg->CreateAttributeTessellation();
	Simplygon::spScene sgTessellatedScene = sgAttributeTessellation->NewTessellatedScene(sgScene);
	
	// Save the tessellated copy of the scene. 	
	printf("%s\n", "Save the tessellated copy of the scene.");
	SaveScene(sg, sgTessellatedScene, "OutputTessellation.obj");
	
	// Check log for any warnings or errors. 	
	printf("%s\n", "Check log for any warnings or errors.");
	CheckLog(sg);
}
int main()
{
	Simplygon::ISimplygon* sg = NULL;
	Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
	if( initval != Simplygon::EErrorCodes::NoError )
	{
		printf( "Failed to initialize Simplygon: ErrorCode(%d)", (int)initval );
		return int(initval);
	}
	RunRemeshingWithDisplacementTessellation(sg);
	Simplygon::Deinitialize(sg);
	return 0;
}csharp
// Copyright (c) Microsoft Corporation. 
// Licensed under the MIT License. 
using System;
using System.IO;
using System.Threading.Tasks;
public class Program
{
    static Simplygon.spScene LoadScene(Simplygon.ISimplygon sg, string path)
    {
        // Create scene importer 
        using Simplygon.spSceneImporter sgSceneImporter = sg.CreateSceneImporter();
        sgSceneImporter.SetImportFilePath(path);
        
        // Run scene importer. 
        var importResult = sgSceneImporter.Run();
        if (Simplygon.Simplygon.Failed(importResult))
        {
            throw new System.Exception("Failed to load scene.");
        }
        Simplygon.spScene sgScene = sgSceneImporter.GetScene();
        return sgScene;
    }
    static void SaveScene(Simplygon.ISimplygon sg, Simplygon.spScene sgScene, string path)
    {
        // Create scene exporter. 
        using Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter();
        string outputScenePath = string.Join("", new string[] { "output\\", "RemeshingWithDisplacementTessellation", "_", path });
        sgSceneExporter.SetExportFilePath(outputScenePath);
        sgSceneExporter.SetScene(sgScene);
        
        // Run scene exporter. 
        var exportResult = sgSceneExporter.Run();
        if (Simplygon.Simplygon.Failed(exportResult))
        {
            throw new System.Exception("Failed to save scene.");
        }
    }
    static void CheckLog(Simplygon.ISimplygon sg)
    {
        // Check if any errors occurred. 
        bool hasErrors = sg.ErrorOccurred();
        if (hasErrors)
        {
            Simplygon.spStringArray errors = sg.CreateStringArray();
            sg.GetErrorMessages(errors);
            var errorCount = errors.GetItemCount();
            if (errorCount > 0)
            {
                Console.WriteLine("CheckLog: Errors:");
                for (uint errorIndex = 0; errorIndex < errorCount; ++errorIndex)
                {
                    string errorString = errors.GetItem((int)errorIndex);
                    Console.WriteLine(errorString);
                }
                sg.ClearErrorMessages();
            }
        }
        else
        {
            Console.WriteLine("CheckLog: No errors.");
        }
        
        // Check if any warnings occurred. 
        bool hasWarnings = sg.WarningOccurred();
        if (hasWarnings)
        {
            Simplygon.spStringArray warnings = sg.CreateStringArray();
            sg.GetWarningMessages(warnings);
            var warningCount = warnings.GetItemCount();
            if (warningCount > 0)
            {
                Console.WriteLine("CheckLog: Warnings:");
                for (uint warningIndex = 0; warningIndex < warningCount; ++warningIndex)
                {
                    string warningString = warnings.GetItem((int)warningIndex);
                    Console.WriteLine(warningString);
                }
                sg.ClearWarningMessages();
            }
        }
        else
        {
            Console.WriteLine("CheckLog: No warnings.");
        }
        
        // Error out if Simplygon has errors. 
        if (hasErrors)
        {
            throw new System.Exception("Processing failed with an error");
        }
    }
    static void RunRemeshingWithDisplacementTessellation(Simplygon.ISimplygon sg)
    {
        // Load scene to process.         
        Console.WriteLine("Load scene to process.");
        Simplygon.spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
        
        // Create the remeshing processor. 
        using Simplygon.spRemeshingProcessor sgRemeshingProcessor = sg.CreateRemeshingProcessor();
        sgRemeshingProcessor.SetScene( sgScene );
        
        // Fetch all the needed settings objects for the processing, including the attribute 
        // tessellation settings, which we will set up to receive displacement data in the processed 
        // mesh. 
        using Simplygon.spRemeshingSettings sgRemeshingSettings = sgRemeshingProcessor.GetRemeshingSettings();
        using Simplygon.spAttributeTessellationSettings sgAttributeTessellationSettings = sgRemeshingProcessor.GetAttributeTessellationSettings();
        
        // Set on-screen size target for remeshing, and tell the remeshing processor to cast 
        // displacement data into the attribute tessellation field of the processed geometry. Note: The 
        // tessellation settings are defined in the section below. 
        sgRemeshingSettings.SetOnScreenSize( 1000 );
        sgRemeshingSettings.SetPopulateAttributeTessellationDisplacement( true );
        sgRemeshingSettings.SetSurfaceTransferMode( Simplygon.ESurfaceTransferMode.Fast );
        
        // Set the tessellation settings. The displacement data will be cast into a tessellated 
        // displacement attribute. In this example we use OnScreenSize as the density setting, which 
        // means that triangles are tessellated based on the size of the rendered object, so that a 
        // triangle is when tessellated roughly the size of a pixel. We also add some additional 
        // constraints, such as only allowing base triangles to tessellate to level 5 (1024 
        // sub-triangles), only allow one level of difference between neighbor base-triangles, and the 
        // total number of sub-triangles should not exceed 1000000. 
        sgAttributeTessellationSettings.SetEnableAttributeTessellation( true );
        sgAttributeTessellationSettings.SetAttributeTessellationDensityMode( Simplygon.EAttributeTessellationDensityMode.OnScreenSize );
        sgAttributeTessellationSettings.SetOnScreenSize( 1000 );
        sgAttributeTessellationSettings.SetOnlyAllowOneLevelOfDifference( true );
        sgAttributeTessellationSettings.SetMinTessellationLevel( 0 );
        sgAttributeTessellationSettings.SetMaxTessellationLevel( 5 );
        sgAttributeTessellationSettings.SetMaxTotalValuesCount( 1000000 );
        
        // Start the remeshing process.         
        Console.WriteLine("Start the remeshing process.");
        sgRemeshingProcessor.RunProcessing();
        
        // Replace original materials and textures from the scene with a new empty material, as the 
        // remeshed object has a new UV set.  
        sgScene.GetTextureTable().Clear();
        sgScene.GetMaterialTable().Clear();
        var defaultMaterial = sg.CreateMaterial();
        defaultMaterial.SetName("defaultMaterial");
        sgScene.GetMaterialTable().AddMaterial( defaultMaterial );
        
        // Save processed remeshed scene.         
        Console.WriteLine("Save processed remeshed scene.");
        SaveScene(sg, sgScene, "OutputBase.obj");
        
        // We will now create an attribute tessellation tool object, and generate a scene with the 
        // tessellated attribute displacement data generated into real tessellated mesh data, which is 
        // stored into a new scene. 
        using Simplygon.spAttributeTessellation sgAttributeTessellation = sg.CreateAttributeTessellation();
        using Simplygon.spScene sgTessellatedScene = sgAttributeTessellation.NewTessellatedScene(sgScene);
        
        // Save the tessellated copy of the scene.         
        Console.WriteLine("Save the tessellated copy of the scene.");
        SaveScene(sg, sgTessellatedScene, "OutputTessellation.obj");
        
        // Check log for any warnings or errors.         
        Console.WriteLine("Check log for any warnings or errors.");
        CheckLog(sg);
    }
    static int Main(string[] args)
    {
        using var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage);
        if (errorCode != Simplygon.EErrorCodes.NoError)
        {
            Console.WriteLine( $"Failed to initialize Simplygon: ErrorCode({(int)errorCode}) {errorMessage}" );
            return (int)errorCode;
        }
        RunRemeshingWithDisplacementTessellation(sg);
        return 0;
    }
}python
# Copyright (c) Microsoft Corporation. 
# Licensed under the MIT License. 
import math
import os
import sys
import glob
import gc
import threading
from pathlib import Path
from simplygon10 import simplygon_loader
from simplygon10 import Simplygon
def LoadScene(sg: Simplygon.ISimplygon, path: str):
    # Create scene importer 
    sgSceneImporter = sg.CreateSceneImporter()
    sgSceneImporter.SetImportFilePath(path)
    
    # Run scene importer. 
    importResult = sgSceneImporter.Run()
    if Simplygon.Failed(importResult):
        raise Exception('Failed to load scene.')
    sgScene = sgSceneImporter.GetScene()
    return sgScene
def SaveScene(sg: Simplygon.ISimplygon, sgScene: Simplygon.spScene, path: str):
    # Create scene exporter. 
    sgSceneExporter = sg.CreateSceneExporter()
    outputScenePath = ''.join(['output\\', 'RemeshingWithDisplacementTessellation', '_', path])
    sgSceneExporter.SetExportFilePath(outputScenePath)
    sgSceneExporter.SetScene(sgScene)
    
    # Run scene exporter. 
    exportResult = sgSceneExporter.Run()
    if Simplygon.Failed(exportResult):
        raise Exception('Failed to save scene.')
def CheckLog(sg: Simplygon.ISimplygon):
    # Check if any errors occurred. 
    hasErrors = sg.ErrorOccurred()
    if hasErrors:
        errors = sg.CreateStringArray()
        sg.GetErrorMessages(errors)
        errorCount = errors.GetItemCount()
        if errorCount > 0:
            print('CheckLog: Errors:')
            for errorIndex in range(errorCount):
                errorString = errors.GetItem(errorIndex)
                print(errorString)
            sg.ClearErrorMessages()
    else:
        print('CheckLog: No errors.')
    
    # Check if any warnings occurred. 
    hasWarnings = sg.WarningOccurred()
    if hasWarnings:
        warnings = sg.CreateStringArray()
        sg.GetWarningMessages(warnings)
        warningCount = warnings.GetItemCount()
        if warningCount > 0:
            print('CheckLog: Warnings:')
            for warningIndex in range(warningCount):
                warningString = warnings.GetItem(warningIndex)
                print(warningString)
            sg.ClearWarningMessages()
    else:
        print('CheckLog: No warnings.')
    
    # Error out if Simplygon has errors. 
    if hasErrors:
        raise Exception('Processing failed with an error')
def RunRemeshingWithDisplacementTessellation(sg: Simplygon.ISimplygon):
    # Load scene to process.     
    print("Load scene to process.")
    sgScene = LoadScene(sg, '../../../Assets/SimplygonMan/SimplygonMan.obj')
    
    # Create the remeshing processor. 
    sgRemeshingProcessor = sg.CreateRemeshingProcessor()
    sgRemeshingProcessor.SetScene( sgScene )
    
    # Fetch all the needed settings objects for the processing, including the attribute 
    # tessellation settings, which we will set up to receive displacement data in the processed 
    # mesh. 
    sgRemeshingSettings = sgRemeshingProcessor.GetRemeshingSettings()
    sgAttributeTessellationSettings = sgRemeshingProcessor.GetAttributeTessellationSettings()
    
    # Set on-screen size target for remeshing, and tell the remeshing processor to cast 
    # displacement data into the attribute tessellation field of the processed geometry. Note: The 
    # tessellation settings are defined in the section below. 
    sgRemeshingSettings.SetOnScreenSize( 1000 )
    sgRemeshingSettings.SetPopulateAttributeTessellationDisplacement( True )
    sgRemeshingSettings.SetSurfaceTransferMode( Simplygon.ESurfaceTransferMode_Fast )
    
    # Set the tessellation settings. The displacement data will be cast into a tessellated 
    # displacement attribute. In this example we use OnScreenSize as the density setting, which 
    # means that triangles are tessellated based on the size of the rendered object, so that a 
    # triangle is when tessellated roughly the size of a pixel. We also add some additional 
    # constraints, such as only allowing base triangles to tessellate to level 5 (1024 
    # sub-triangles), only allow one level of difference between neighbor base-triangles, and the 
    # total number of sub-triangles should not exceed 1000000. 
    sgAttributeTessellationSettings.SetEnableAttributeTessellation( True )
    sgAttributeTessellationSettings.SetAttributeTessellationDensityMode( Simplygon.EAttributeTessellationDensityMode_OnScreenSize )
    sgAttributeTessellationSettings.SetOnScreenSize( 1000 )
    sgAttributeTessellationSettings.SetOnlyAllowOneLevelOfDifference( True )
    sgAttributeTessellationSettings.SetMinTessellationLevel( 0 )
    sgAttributeTessellationSettings.SetMaxTessellationLevel( 5 )
    sgAttributeTessellationSettings.SetMaxTotalValuesCount( 1000000 )
    
    # Start the remeshing process.     
    print("Start the remeshing process.")
    sgRemeshingProcessor.RunProcessing()
    
    # Replace original materials and textures from the scene with a new empty material, as the 
    # remeshed object has a new UV set.  
    sgScene.GetTextureTable().Clear()
    sgScene.GetMaterialTable().Clear()
    defaultMaterial = sg.CreateMaterial()
    defaultMaterial.SetName("defaultMaterial")
    sgScene.GetMaterialTable().AddMaterial( defaultMaterial )
    
    # Save processed remeshed scene.     
    print("Save processed remeshed scene.")
    SaveScene(sg, sgScene, 'OutputBase.obj')
    
    # We will now create an attribute tessellation tool object, and generate a scene with the 
    # tessellated attribute displacement data generated into real tessellated mesh data, which is 
    # stored into a new scene. 
    sgAttributeTessellation = sg.CreateAttributeTessellation()
    sgTessellatedScene = sgAttributeTessellation.NewTessellatedScene(sgScene)
    
    # Save the tessellated copy of the scene.     
    print("Save the tessellated copy of the scene.")
    SaveScene(sg, sgTessellatedScene, 'OutputTessellation.obj')
    
    # Check log for any warnings or errors.     
    print("Check log for any warnings or errors.")
    CheckLog(sg)
if __name__ == '__main__':
        sg = simplygon_loader.init_simplygon()
        if sg is None:
            exit(Simplygon.GetLastInitializationError())
        RunRemeshingWithDisplacementTessellation(sg)
        sg = None
        gc.collect() Simplygon 10.3.500.0
Simplygon 10.3.500.0