Abstract

We propose a novel algorithm for low-poly remeshing of 3D surfaces that runs fully in GPU. Since the input mesh is generally not well-organized, performing mesh simplification directly on the input mesh is liable to produce a low-poly mesh with a compromised face quality. Hence, instead of doing that, we voxelize the input mesh first. On the voxelized surface, we perform curvature estimation and discretization, Centroidal Voronoi Tessellation (CVT), and Delaunay triangulation to generate the output mesh. To control the vertex count, we exploit the curvature map, such that sufficiently large triangles constitute the low-curvature regions, whereas appropriately small triangles build up the high-curvature portions. We produce low-poly meshes at various levels of detail and measure their quality using Hausdorff error. We test our algorithm on different 3D scenes, and they are particularly chosen because they contain multiple objects with varied topologies. Upon testing on these datasets, our algorithm successfully achieves very low-poly approximation with a reasonable mesh quality, and at a reasonably faster pace, thus establishing its efficacy for mesh simplification.

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