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169
Simplifying Surfaces with Color and Texture using Quadric Error Metrics
, 1998
"... There are a variety of application areas in which there is a need for simplifying complex polygonal surface models. These models often have material properties such as colors, textures, and surface normals. Our surface simplification algorithm, based on iterative edge contraction and quadric error m ..."
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Cited by 208 (2 self)
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There are a variety of application areas in which there is a need for simplifying complex polygonal surface models. These models often have material properties such as colors, textures, and surface normals. Our surface simplification algorithm, based on iterative edge contraction and quadric error metrics, can rapidly produce high quality approximations of such models. We present a natural extension of our original error metric that can account for a wide range of vertex attributes. CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling---surface and object representations Keywords: surface simplification, multiresolution modeling, level of detail, quadric error metric, edge contraction, surface properties, discontinuity preservation 1 INTRODUCTION Many applications in computer graphics and visualization can benefit from automatic simplification of complex polygonal models. Such models are usually not only geometrically complex, but they may also have ...
A Comparison of Mesh Simplification Algorithms
- Computers & Graphics
, 1997
"... In many applications the need for an accurate simplification of surface meshes is becoming more and more urgent. This need is not only due to rendering speed reasons, but also to allow fast transmission of 3D models in network-based applications. Many different approaches and algorithms for mesh sim ..."
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Cited by 167 (8 self)
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In many applications the need for an accurate simplification of surface meshes is becoming more and more urgent. This need is not only due to rendering speed reasons, but also to allow fast transmission of 3D models in network-based applications. Many different approaches and algorithms for mesh simplification have been proposed in the last few years. We present a survey and a characterization of the fundamental methods. Moreover, the results of an empirical comparison of the simplification codes available in the public domain are discussed. Five implementations, chosen to give a wide spectrum of different topology-preserving methods, were run on a set of sample surfaces. We compared empirical computational complexities and the approximation accuracy of the resulting output meshes. 1 Introduction Triangles are the most popular drawing primitive. They are managed by all graphics libraries and hardware subsystems, and triangular meshes are thus very common in computer graphics. Very c...
Fast and Memory Efficient Polygonal Simplification
, 1998
"... Conventional wisdom says that in order to produce high-quality simplified polygonal models, one must retain and use information about the original model during the simplification process. We demonstrate that excellent simplified models can be produced without the need to compare against information ..."
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Cited by 157 (7 self)
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Conventional wisdom says that in order to produce high-quality simplified polygonal models, one must retain and use information about the original model during the simplification process. We demonstrate that excellent simplified models can be produced without the need to compare against information from the original geometry while performing local changes to the model. We use edge collapses to perform simplification, as do a number of other methods. We select the position of the new vertex so that the original volume of the model is maintained and we minimize the per-triangle change in volume of the tetrahedra swept out by those triangles that are moved. We also maintain surface area near boundaries and minimize the per-triangle area changes. Calculating the edge collapse priorities and the positions of the new vertices requires only the face connectivity and the the vertex locations in the intermediate model. This approach is memory efficient, allowing the simplification of very large polygonal models, and it is also fast. Moreover, simplified models created using this technique compare favorably to a number of other published simplification methods in terms of mean geometric error.
A Developer's Survey of Polygonal Simplification Algorithms
- IEEE COMPUTER GRAPHICS AND APPLICATIONS
, 2001
"... Polygonal simplification, a.k.a. level of detail, is an important tool for anyone doing interactive rendering, but how is a developer to choose among the dozens of published algorithms? This article surveys the field from a developer's point of view, attempting to identify the issues in picking ..."
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Cited by 157 (2 self)
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Polygonal simplification, a.k.a. level of detail, is an important tool for anyone doing interactive rendering, but how is a developer to choose among the dozens of published algorithms? This article surveys the field from a developer's point of view, attempting to identify the issues in picking an algorithm, relate the strengths and weaknesses of different approaches, and describe a number of published algorithms as examples.
Compressed Progressive Meshes.
- IEEE Transactions on Visualization and Computer Graphics.
, 2000
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Progressive Forest Split Compression
, 1998
"... In this paper we introduce the Progressive Forest Split (PFS) representation, a new adaptive refinement scheme for storing and transmitting manifold triangular meshes in progressive and highly compressed form. As in the Progressive Mesh (PM) method of Hoppe, a triangular mesh is represented as a low ..."
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Cited by 143 (9 self)
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In this paper we introduce the Progressive Forest Split (PFS) representation, a new adaptive refinement scheme for storing and transmitting manifold triangular meshes in progressive and highly compressed form. As in the Progressive Mesh (PM) method of Hoppe, a triangular mesh is represented as a low resolution polygonal model followed by a sequence of refinement operations, each one specifying how to add triangles and vertices to the previous level of detail to obtain a new level. The PFS format shares with PM and other refinement schemes the ability to smoothly interpolate between consecutive levels of detail. However, it achieves much higher compression ratios than PM by using a more complex refinement operation which can, at the expense of reduced granularity, be encoded more efficiently. A forest split operation doubling the number n of triangles of a mesh requires a maximum of approximately 3:5n bits to represent the connectivity changes, as opposed to approximately #5 + log 2 #n## n bits in PM. We describe
Simplification and repair of polygonal models using volumetric techniques
- IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
, 2003
"... Two important tools for manipulating polygonal models are simplification and repair and we present voxel-based methods for performing both of these tasks. We describe a method for converting polygonal models to a volumetric representation in a way that handles models with holes, double walls, and i ..."
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Cited by 121 (3 self)
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Two important tools for manipulating polygonal models are simplification and repair and we present voxel-based methods for performing both of these tasks. We describe a method for converting polygonal models to a volumetric representation in a way that handles models with holes, double walls, and intersecting parts. This allows us to perform polygon model repair simply by converting a model to and from the volumetric domain. We also describe a new topology-altering simplification method that is based on 3D morphological operators. Visually unimportant features such as tubes and holes may be eliminated from a model by the open and close morphological operators. Our simplification approach accepts polygonal models as input, scan converts these to create a volumetric description, performs topology modification, and then converts the results back to polygons. We then apply a topologypreserving polygon simplification technique to produce a final model. Our simplification method produces results that are everywhere manifold.
Topological Noise Removal
"... Meshes obtained from laser scanner data often contain topological noise due to inaccuracies in the scanning and merging process. This topological noise complicates subsequent operations such as remeshing, parameterization and smoothing. We introduce an approach that removes unnecessary nontrivial to ..."
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Cited by 105 (4 self)
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Meshes obtained from laser scanner data often contain topological noise due to inaccuracies in the scanning and merging process. This topological noise complicates subsequent operations such as remeshing, parameterization and smoothing. We introduce an approach that removes unnecessary nontrivial topology from meshes. Using a local wave front traversal, we discover the local topologies of the mesh and identify features such as small tunnels. We then identify non-separating cuts along which we cut and seal the mesh, reducing the genus and thus the topological complexity of the mesh.
Robust mesh watermarking
- In: Proceedings of SIGGRAPH ’99
, 1999
"... We describe a robust method for watermarking triangle meshes. Watermarking provides a mechanism for copyright protection of digital media by embedding information identifying the owner in the data. The bulk of the research on digital watermarks has focused on media such as images, video, audio, and ..."
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Cited by 95 (0 self)
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We describe a robust method for watermarking triangle meshes. Watermarking provides a mechanism for copyright protection of digital media by embedding information identifying the owner in the data. The bulk of the research on digital watermarks has focused on media such as images, video, audio, and text. Robust watermarks must be able to survive a variety of “attacks”, including resizing, cropping, and filtering. For resilience to such attacks, recent watermarking schemes employ a “spread-spectrum” approach – they transform the document to the frequency domain and perturb the coefficients of the perceptually most significant basis functions. We extend this spread-spectrum approach to work for the robust watermarking of arbitrary triangle meshes. Generalizing spread spectrum techniques to surfaces presents two major challenges. First, arbitrary surfaces lack a natural parametrization for frequency-based decomposition. Our solution is to construct a set of scalar basis function over the mesh vertices using multiresolution analysis. The watermark perturbs vertices along the direction of the surface normal, weighted by the basis functions. The second challenge is that simplification and other attacks may modify the connectivity of the mesh. We use an optimization technique to resample an attacked mesh using the original mesh connectivity. Results show that our watermarks are resistant to common mesh operations such as translation, rotation, scaling, cropping, smoothing, simplification, and resampling, as well as malicious attacks such as the insertion of noise, modification of low-order bits, or even insertion of other watermarks.