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Practical quad mesh simplification
Author(s) -
Tarini Marco,
Pietroni Nico,
Cigi Paolo,
Panozzo Daniele,
Puppo Enrico
Publication year - 2010
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2009.01610.x
Subject(s) - tessellation (computer graphics) , computer science , decimation , diagonal , t vertices , triangle mesh , vertex (graph theory) , smoothing , algorithm , centroidal voronoi tessellation , process (computing) , tangent , set (abstract data type) , mesh generation , mathematics , theoretical computer science , computer graphics (images) , polygon mesh , voronoi diagram , geometry , computer vision , filter (signal processing) , graph , physics , finite element method , thermodynamics , programming language , operating system
In this paper we present an innovative approach to incremental quad mesh simplification, i.e. the task of producing a low complexity quad mesh starting from a high complexity one. The process is based on a novel set of strictly local operations which preserve quad structure. We show how good tessellation quality (e.g. in terms of vertex valencies) can be achieved by pursuing uniform length and canonical proportions of edges and diagonals. The decimation process is interleaved with smoothing in tangent space. The latter strongly contributes to identify a suitable sequence of local modification operations. The method is naturally extended to manage preservation of feature lines (e.g. creases) and varying (e.g. adaptive) tessellation densities. We also present an original Triangle‐to‐Quad conversion algorithm that behaves well in terms of geometrical complexity and tessellation quality, which we use to obtain the initial quad mesh from a given triangle mesh.