2009•Computer Engineering and Applications JournalRequires access

Research on triangular mesh model dynamic simplification based on cost function

NI Hai-tao

Open publisher page 1 citations

Abstract

Model simplification is the main method to resolve the storage,transmission and contradiction between real-time rendering and hardware processing limitation of complex 3D model.This paper introduces technologies and algorithms relating to triangular mesh model simplification.Now the triangular mesh model simplification algorithm based on edge collapse is very complex.Combining Garland's quadric error metrics algorithm and Hoppe's progressive mesh algorithm,a new algorithm for triangular mesh dynamic model simplification based on cost function is proposed in this paper.

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What this paper is about

Model simplification is the main method to resolve the storage,transmission and contradiction between real-time rendering and hardware processing limitation of complex 3D model.This paper introduces technologies and algorithms relating to triangular mesh model simplification.Now the triangular mesh model simplification algorithm based on edge collapse is very complex.Combining Garland's quadric error metrics algorithm and Hoppe's progressive mesh algorithm,a new algorithm for triangular mesh dynamic model simplification based on cost function is proposed in this paper.

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Available abstract

Model simplification is the main method to resolve the storage,transmission and contradiction between real-time rendering and hardware processing limitation of complex 3D model.This paper introduces technologies and algorithms relating to triangular mesh model simplification.Now the triangular mesh model simplification algorithm based on edge collapse is very complex.Combining Garland's quadric error metrics algorithm and Hoppe's progressive mesh algorithm,a new algorithm for triangular mesh dynamic model simplification based on cost function is proposed in this paper.

Key concepts: Computer science, Triangle mesh, T-vertices, Rendering (computer graphics), Algorithm, Quadric, Mathematical optimization, Mesh generation

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