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作 者:Muhammad Hussain
机构地区:[1]Department of Computer Science,King Saud University
出 处:《Journal of Computer Science & Technology》2009年第3期604-612,F0003,共10页计算机科学技术学报(英文版)
摘 要:Two simplification algorithms are proposed for automatic decimation of polygonal models, and for generating their LODs. Each algorithm orders vertices according to their priority values and then removes them iteratively. For setting the priority value of each vertex, exploiting normal field of its one-ring neighborhood, we introduce a new measure of geometric fidelity that reflects well the local geometric features of the vertex. After a vertex is selected, using other measures of geometric distortion that are based on normal field deviation and distance measure, it is decided which of the edges incident on the vertex is to be collapsed for removing it. The collapsed edge is substituted with a new vertex whose position is found by minimizing the local quadric error measure. A comparison with the state-of-the-art algorithms reveals that the proposed algorithms are simple to implement, are computationally more efficient, generate LODs with better quality, and preserve salient features even after drastic simplification. The methods are useful for applications such as 3D computer games, virtual reality, where focus is on fast running time, reduced memory overhead, and high quality LODs.Two simplification algorithms are proposed for automatic decimation of polygonal models, and for generating their LODs. Each algorithm orders vertices according to their priority values and then removes them iteratively. For setting the priority value of each vertex, exploiting normal field of its one-ring neighborhood, we introduce a new measure of geometric fidelity that reflects well the local geometric features of the vertex. After a vertex is selected, using other measures of geometric distortion that are based on normal field deviation and distance measure, it is decided which of the edges incident on the vertex is to be collapsed for removing it. The collapsed edge is substituted with a new vertex whose position is found by minimizing the local quadric error measure. A comparison with the state-of-the-art algorithms reveals that the proposed algorithms are simple to implement, are computationally more efficient, generate LODs with better quality, and preserve salient features even after drastic simplification. The methods are useful for applications such as 3D computer games, virtual reality, where focus is on fast running time, reduced memory overhead, and high quality LODs.
关 键 词:polygonal models SIMPLIFICATION LOD modeling multi-resolution modeling
分 类 号:TP391.41[自动化与计算机技术—计算机应用技术]
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