Abstract
In this work, we propose a novel solution for simplifying texture-mapped three-dimensional (3D) meshes. It simplifies a 3D triangular mesh to optimally preserve the visual appearance of the original texture-mapped model at reduced vertex budgets. While taking the prevalent strategy of iterative edge contraction, the proposed scheme is novel in that it takes into account the local texture image characteristics when prioritizing local mesh simplification operators, and conducts closed-form optimization when computing the texture coordinates of each replacement vertex. Outstanding performance of the proposed scheme is demonstrated both qualitatively and quantitatively by experimental results. Further, validity of the proposed algorithmic components is well proved through ablation study.
Highlights
While high realism is increasingly demanded in many graphics applications including film production, video gaming, digital city, scientific modeling and visualization and so forth, there still exists a gap between high volume of data and limited resources of storage, bandwidth and/or computation in many contexts
In order to reduce this gap, we focus on the simplification of 3D triangular meshes with texture attributes
3D model simplification algorithms strived to maintain the geometric fidelity at a reduced vertex count
Summary
While high realism is increasingly demanded in many graphics applications including film production, video gaming, digital city, scientific modeling and visualization and so forth, there still exists a gap between high volume of data and limited resources of storage, bandwidth and/or computation in many contexts. Graphics applications on mobile terminals may only afford to use lightweight three-dimensional (3D) models for efficient storage, transmission, rendering and editing. In order to reduce this gap, we focus on the simplification of 3D triangular meshes with texture attributes. Three-dimensional model simplification techniques adapt a 3D model created in high resolution to different levels of detail (LODs) for different application scenarios. This field has been intensively investigated in the past, with many good algorithms published. 3D model simplification algorithms strived to maintain the geometric fidelity at a reduced vertex count. Simplification algorithms were proposed to minimize both the geometric error and the texture deviation
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have