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  • $\begingroup$ Looks great, will have to try it out when I get a bit more time. I have been struggling the last weeks to get the boundaries nicely highlighted and hope to get that implemented soon. Great work! Is it possible to win much speed by compiling, or is this problematic as one loses the use of the built in mesh functions that would have to be rewritten? $\endgroup$ Commented Apr 5, 2017 at 20:18
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    $\begingroup$ The SparseArray[] stuff definitely isn't compilable, and in this case, they're the least memory-intensive storage format. The fuzziness in this case is expected, since at the moment, one is only classifying mesh vertices according to which feature point is nearest. For a sharp boundary, one would need to be able to draw across mesh polygons that might get split. $\endgroup$ Commented Apr 5, 2017 at 22:11
  • $\begingroup$ That is exactly what is beating me, trying to split the polygons to get a sharper mesh. On smaller meshes I managed but larger ones (like the bunny) slowed things down enormously that one loses all the advantage of the speed of this algorithm. $\endgroup$ Commented Apr 6, 2017 at 3:10