Polygonal mesh simplification with face color and boundary edge preservation using quadric error metric

C. Fahn, Hung-Kuang Chen, Y. Shiau
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引用次数: 9

Abstract

In applications such as scientific and medical visualization, highly detailed polygonal meshes are needed. Rendering these polygonal meshes usually exceeds the capabilities of graphics hardware. To improve rendering efficiency and maintain proper interactivity, the polygonal mesh simplification technique is commonly used to reduce the number of polygons of the mesh and construct a multiresolution representation. We propose a new and simple constraint scheme based on the quadric error metric proposed by Garland and Heckbert (1997, 1998) to preserve face colors and boundary edges during the simplification process. In addition, our method generates progressive meshes that store the polygonal mesh in a continuous multi-resolution representation. According to our experimental results, this new method is successful in preserving face colors and boundary edges. Moreover, we compare the latency of resolution changes for progressive meshes of various models.
基于面颜色的多边形网格简化和基于二次误差度量的边界边缘保存
在科学和医学可视化等应用中,需要非常详细的多边形网格。渲染这些多边形网格通常超出了图形硬件的能力。为了提高渲染效率和保持适当的交互性,通常采用多边形网格简化技术来减少网格的多边形数量并构建多分辨率表示。基于Garland和Heckbert(1997,1998)提出的二次误差度量,我们提出了一种新的简单约束方案,在简化过程中保留人脸颜色和边界。此外,我们的方法生成累进网格,将多边形网格存储在连续的多分辨率表示中。实验结果表明,该方法能很好地保留人脸的颜色和边界。此外,我们还比较了不同模型的渐进式网格分辨率变化的延迟。
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