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Proceedings ArticleDOI

Surface simplification using quadric error metrics

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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 representations

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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
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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Book ChapterDOI

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Proceedings ArticleDOI

View-dependent simplification of arbitrary polygonal environments

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.