Evaluation of an Appearance-Preserving Mesh Simplification Scheme for CET Designer

To decrease the rendering time of a mesh, Level of Detail can be generated by reducing the number of polygons based on some geometrical error. While this works well for most meshes, it is not suitable for meshes with an associated texture atlas. By iteratively collapsing edges based on an extended v...

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Bibliographic Details
Main Author: Hedin, Rasmus
Format: Others
Language:English
Published: Linköpings universitet, Informationskodning 2018
Subjects:
QEM
lod
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152583
Description
Summary:To decrease the rendering time of a mesh, Level of Detail can be generated by reducing the number of polygons based on some geometrical error. While this works well for most meshes, it is not suitable for meshes with an associated texture atlas. By iteratively collapsing edges based on an extended version of Quadric Error Metric taking both spatial and texture coordinates into account, textured meshes can also be simplified. Results show that constraining edge collapses in the seams of a mesh give poor geometrical appearance when it is reduced to a few polygons. By allowing seam edge collapses and by using a pull-push algorithm to fill areas located outside the seam borders of the texture atlas, the appearance of the mesh is better preserved.