Mesh Simplification Algorithm Based on Quadrangle Collapse

Hua-hong Chen, Xiaonan Luo, Ruotian Ling
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引用次数: 1

Abstract

Many applications of Virtual Reality require 3D models. In this paper, quadrangles in the triangle mesh are defined. We put forward a quadrangle collapse based mesh simplification algorithm which can rapidly produce high approximations of 3D models. The algorithm uses iterative collapse of quadrangle to simple models and maintains surface error approximations using quadric matrices. Three vertices and six faces are collapsed in one iteration, thereby the algorithm can rapidly generate high-quality approximations of polygonal models with minimal times of collapses than Garland's and Pan's algorithms. The experiment results demonstrate the efficiency of the new algorithm.
基于四边形塌陷的网格简化算法
虚拟现实的许多应用都需要3D模型。本文定义了三角形网格中的四边形。提出了一种基于四边形折叠的网格化简算法,该算法可以快速生成高近似的三维模型。该算法采用四边形的迭代折叠来简化模型,并使用二次矩阵保持表面误差近似。在一次迭代中折叠三个顶点和六个面,因此与Garland和Pan的算法相比,该算法可以以最少的折叠次数快速生成高质量的多边形模型近似。实验结果证明了新算法的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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