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An efficient algorithm for terrain simplification

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TLDR
A randomized algorithm is presented that computes an {epsilon}-approximation of size O(c{sup 2} log{Sup 2} c) in O(n {sup 2+{delta}} + c{sup 3} log {Sup 3}c log n/c) expected time, where c is the size of the {Epsilon]- approximation with the minimum number of vertices and {delta} is any arbitrarily small positive
Abstract
Given a set S of n points in {Re}{sup 3}, sampled from an unknown bivariate function f (x, y) (i.e., for each point p {element_of} S, z{sub p} = f (x{sub p}, y{sub p})), a piecewise-linear function g(x, y) is called an {epsilon}-approximation of f (x, y) if for every p {element_of} S, {vert_bar}f (x, y) - g (x, y){vert_bar} {le} {epsilon}. The problem of computing an {epsilon}-approximation with the minimum number of vertices is NP-Hard. We present a randomized algorithm that computes an {epsilon}-approximation of size O(c{sup 2} log{sup 2} c) in O(n{sup 2+{delta}} + c{sup 3} log{sup 2}c log n/c) expected time, where c is the size of the {epsilon}-approximation with the minimum number of vertices and {delta} is any arbitrarily small positive number. Under some reasonable assumptions, the size of the output is close to O(c log c) and the expected running time is O(n{sup 2+{delta}}). We have implemented a variant of this algorithm and include some empirical results.

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Book

Geometric Approximation Algorithms

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Efficient algorithms for geometric optimization

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Multiresolution Modeling: Survey and Future Opportunities

TL;DR: This report begins with a survey of the most notable available algorithms for automatic simplification of polygonal models, and considers the most significant directions in which existing simplification methods can be improved.

Quadric-based polygonal surface simplification

TL;DR: This dissertation presents a simplification algorithm, based on iterative vertex pair contraction, that can simplify both the geometry and topology of manifold as well as non-manifold surfaces, and proves a direct mathematical connection between the quadric metric and surface curvature.
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Optimal triangulation and quadric-based surface simplification

TL;DR: It is shown that in the limit as triangle area goes to zero on a differentiable surface, the quadric error is directly related to surface curvature, and in this limit, a triangulation that minimizes the Quadric error metric achieves the optimal triangle aspect ratio in that it minimized theL2 geometric error.
References
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Computational geometry. an introduction

TL;DR: This book offers a coherent treatment, at the graduate textbook level, of the field that has come to be known in the last decade or so as computational geometry.
Book

Computational Geometry: An Introduction

TL;DR: In this article, the authors present a coherent treatment of computational geometry in the plane, at the graduate textbook level, and point out the way to the solution of the more challenging problems in dimensions higher than two.
Proceedings ArticleDOI

Mesh optimization

TL;DR: In this article, the authors present a method for solving the following problem: given a set of data points scattered in three dimensions and an initial triangular mesh M0, produce a mesh M, of the same topological type as M0 that fits the data well and has a small number of vertices.
Proceedings ArticleDOI

Multiresolution analysis of arbitrary meshes

TL;DR: A method for overcoming the subdivision connectivity restriction, meaning that completely arbitrary meshes can now be converted to multiresolution form, is presented, based on the approximation of an arbitrary initial mesh M by a mesh MJ that has subdivision connectivity and is guaranteed to be within a specified tolerance.
Proceedings ArticleDOI

Applications of random sampling in computational geometry, II

TL;DR: Asymptotically tight bounds for a combinatorial quantity of interest in discrete and computational geometry, related to halfspace partitions of point sets, are given.