Proceedings ArticleDOI
Surface simplification using quadric error metrics
Michael Garland,Paul S. Heckbert +1 more
- pp 209-216
Reads0
Chats0
TLDR
This work has developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models, and which also supports non-manifold surface models.Abstract:
Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models. The algorithm uses iterative contractions of vertex pairs to simplify models and maintains surface error approximations using quadric matrices. By contracting arbitrary vertex pairs (not just edges), our algorithm is able to join unconnected regions of models. This can facilitate much better approximations, both visually and with respect to geometric error. In order to allow topological joining, our system also supports non-manifold surface models. CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—surface and object representationsread more
Citations
More filters
Book ChapterDOI
Discrete Differential-Geometry Operators for Triangulated 2-Manifolds
TL;DR: A unified and consistent set of flexible tools to approximate important geometric attributes, including normal vectors and curvatures on arbitrary triangle meshes, using averaging Voronoi cells and the mixed Finite-Element/Finite-Volume method is proposed.
Journal ArticleDOI
SCAPE: shape completion and animation of people
TL;DR: The SCAPE method is capable of constructing a high-quality animated surface model of a moving person, with realistic muscle deformation, using just a single static scan and a marker motion capture sequence of the person.
Journal ArticleDOI
Metro: measuring error on simplified surfaces
TL;DR: Metro allows one to compare the difference between a pair of surfaces by adopting a surface sampling approach, and returns both numerical results and visual results, by coloring the input surface according to the approximation error.
Proceedings ArticleDOI
Efficient simplification of point-sampled surfaces
TL;DR: This work has implemented incremental and hierarchical clustering, iterative simplification, and particle simulation algorithms to create approximations of point-based models with lower sampling density, and shows how local variation estimation and quadric error metrics can be employed to diminish the approximation error.
Journal ArticleDOI
How do humans sketch objects
TL;DR: This paper is the first large scale exploration of human sketches, developing a bag-of-features sketch representation and using multi-class support vector machines, trained on the sketch dataset, to classify sketches.
References
More filters
Proceedings ArticleDOI
Progressive meshes
TL;DR: The progressive mesh (PM) representation is introduced, a new scheme for storing and transmitting arbitrary triangle meshes that addresses several practical problems in graphics: smooth geomorphing of level-of-detail approximations, progressive transmission, mesh compression, and selective refinement.
Proceedings ArticleDOI
Decimation of triangle meshes
TL;DR: An application independent algorithm that uses local operations on geometry and topology to reduce the number of triangles in a triangle mesh and results from two different geometric modeling applications illustrate the strengths of the algorithm.
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.
Book ChapterDOI
Multi-resolution 3D approximations for rendering complex scenes
Jarek Rossignac,Paul Borrel +1 more
TL;DR: This work presents a simple, effective, and efficient technique for approximating arbitrary polyhedra based on triangulation and vertex-clustering, and produces a series of 3D approximations that resemble the original object from all viewpoints, but contain an increasingly smaller number of faces and vertices.
Proceedings ArticleDOI
View-dependent simplification of arbitrary polygonal environments
David Luebke,Carl Erikson +1 more
TL;DR: HDS is dynamic, retessellating the scene continually as the user's viewing position shifts, and global, processing the entire database without first decomposing the environment into individual objects.