Image-Driven Simplification (original) (raw)
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Mesh Simplification With Appearance-Driven Optimizations
IEEE Access, 2020
In this work, we propose a novel solution for simplifying texture-mapped three-dimensional (3D) meshes. It simplifies a 3D triangular mesh to optimally preserve the visual appearance of the original texture-mapped model at reduced vertex budgets. While taking the prevalent strategy of iterative edge contraction, the proposed scheme is novel in that it takes into account the local texture image characteristics when prioritizing local mesh simplification operators, and conducts closed-form optimization when computing the texture coordinates of each replacement vertex. Outstanding performance of the proposed scheme is demonstrated both qualitatively and quantitatively by experimental results. Further, validity of the proposed algorithmic components is well proved through ablation study.
User-controlled simplification of polygonal models
2004
Polygonal Models are ubiquitous in Computer Graphics but their real time manipulation and rendering especially in interactive application environments have become a threat because of their huge sizes and complexity. A whole family of automatic algorithms emerged during the last decade to help out this problem, but they reduce the complexity of the models uniformly without caring about semantic importance of localized parts of a mesh. Only a few algorithms deal with adaptive simplification of polygonal models. We propose a new model for user-driven simplification exploiting the simplification hierarchy and hypertriangulation model [1] that lends a user the most of the functionalities of existing adaptive simplification algorithms in one place and is quite simple to implement. The proposed new underlying data structures are compact and support real time navigation across continuous LODs of a model; any desirable LOD can be extracted efficiently and can further be fine-tuned. The proposed model for adaptive simplification supports two key operations for selective refinement and selective simplification; their effect has been shown on various polygonal models. Comparison with related work shows that the proposed model provides combined environment at reduced overhead of memory space usage and faster running times.
Mesh simplification for interactive applications
Proc. of 16th International …, 2008
Meshes used in real-time applications are usually composed of sub-meshes which contain vertices with different sets of attributes. This kind of mesh cannot be used directly in the current graphics pipeline architecture because meshes for interactive applications usually duplicate vertices to ensure that every vertex has a single set of attributes. This fact causes apparently contiguous surfaces to be split into pieces or patches, and so traditional simplification error metrics will fail in any attempt they make to simplify them. Here we present a method for this kind of mesh which is based on edge collapses and takes into account the information about attributes that contribute to obtain a more realistic appearance of the object, like normals and texture coordinates, in the error metric and recalculating this information after the simplification steps.
User-assisted mesh simplification
Proceedings of the 2006 …, 2006
a) Original mesh (b) Simplified mesh (c) After applying weighting scheme (d) After local refinement Figure 1: Male model in two-stage user-assisted simplification.
Feature-preserving mesh simplification: a vertex cover approach
2008
In computer graphics image synthesis algorithms like ray tracing, the mesh complexity decreases the performance of these algorithms. Therefore, the need arises to reduce the complexity of these meshes and at the same time preserving the salient features of the shape. Initial selection of vertices for mesh simplification heavily relates with the quality of the simplified meshes. In this paper, we present a greedy approach to select initial vertex contraction pairs to preserve salient features in the simplified meshes. The greedy algorithm exploits the property of meshes where vertices forming small features contain less number of edges. The technique selects vertices connected with large number of edges and makes them potential candidates for contraction according to a given cost function. The purpose is to first simplify those regions which are enriched with number of triangles and preserve small details of the shape constructed with small number of triangles. Our technique preserves very small details in the shape even after considerable simplification as compared to other existing techniques. Initial experiments show promising results with preserved salient features.
Efficient Simplification Methods for Generating High Quality LODs of 3D Meshes
Journal of Computer Science and Technology, 2009
Two simplification algorithms are proposed for automatic decimation of polygonal models, and for generating their LODs. Each algorithm orders vertices according to their priority values and then removes them iteratively. For setting the priority value of each vertex, exploiting normal field of its one-ring neighborhood, we introduce a new measure of geometric fidelity that reflects well the local geometric features of the vertex. After a vertex is selected, using other measures of geometric distortion that are based on normal field deviation and distance measure, it is decided which of the edges incident on the vertex is to be collapsed for removing it. The collapsed edge is substituted with a new vertex whose position is found by minimizing the local quadric error measure. A comparison with the state-of-the-art algorithms reveals that the proposed algorithms are simple to implement, are computationally more efficient, generate LODs with better quality, and preserve salient features even after drastic simplification. The methods are useful for applications such as 3D computer games, virtual reality, where focus is on fast running time, reduced memory overhead, and high quality LODs.
Generalized View-Dependent Simplification
Computer Graphics Forum, 1999
We propose a technique for performing view-dependent geometry and topology simplifications for level-of-detailbased renderings of large models. The algorithm proceeds by preprocessing the input dataset into a binary tree, the view-dependence tree of general vertex-pair collapses. A subset of the Delaunay edges is used to limit the number of vertex pairs considered for topology simplification. Dependencies to avoid mesh foldovers in manifold regions of the input object are stored in the view-dependence tree in an implicit fashion. We have observed that this not only reduces the space requirements by a factor of two, it also highly localizes the memory accesses at run time. The view-dependence tree is used at run time to generate the triangles for display. We also propose a cubic-spline-based distance metric that can be used to unify the geometry and topology simplifications by considering the vertex positions and normals in an integrated manner. Publishers,