
method did not originally take into account textured 
models. Thus, simplifying a model usually produced 
an important amount of distortion in the texture. In 
an attempt to improve these results, we extended the 
method with the error metric presented in this paper 
in order to preserve the textures. This metric 
produces a later simplification of the regions of the 
model that contain abrupt changes in the texture. 
This extension is very useful for the generation 
of simplification sequences in multiresolution 
models, commonly used in games. Multiresolution 
models can be rendered in the scene at different 
levels of detail, depending on various factors such as 
the distance from the object to the viewer, the 
relative importance of the object in the scene, etc. 
Moreover, this method does not have to store new 
texture coordinates at each step of simplification. 
Methods that recalculate the texture coordinates, 
however, do have to store the new values for each 
step, needing more memory for these values. 
The rest of this paper is structured as follows. In 
Chapter 2 we describe the background to this 
research. In Chapter 3 we define the new metric and 
a justification of this metric is exposed. Chapter 4 
shows some results and in Chapter 5 we discuss the 
conclusions. 
  
Figure 1: The half-edge collapse operation. In this 
example the edge e is collapsed into vertex u (see e(v, u)), 
but is also collapsed into v (see e(u, v)). Triangles t10 and 
t5 are removed. 
2 PREVIOUS WORK 
Cohen et al. (Cohen, Olano & Manocha, 1998) 
presented a method that parameterises the model in 
order to obtain the texels, obtaining some patches of 
the surface. Texture deviation metric is used to 
calculate the cost of the pairs. At each simplification 
step this metric is calculated for the modified faces. 
It also preserves the boundaries. 
Garland and Heckbert (Garland & Herbert, 
1998) improved their method (Garland & Herbert, 
1997) by extending the quadrics, taking into account 
the properties of the model. It also preserves the 
boundaries, a high collapse cost being assigned to 
these edges. 
Hoppe (Hoppe, 1999) introduced a new quadric 
metric for simplifying meshes while taking attributes 
into consideration. 
Lindstrom and Turk (Lindstrom & Turk, 2000) 
introduced a pure image-based metric. This metric 
was used in their image-driven simplification 
method. The main advantage of this image metric is 
that it allows the texture attributes to be taken into 
account, while also measuring the error made in 
edge collapse. 
Luebke and Hallen (Luebke & Hallen, 2001) 
presented a method for performing a view-
dependent polygonal simplification using perceptual 
metrics. These metrics derive from a measure of 
low-level perceptibility of visual stimuli in humans. 
Later Williams et al. (Williams, Luebke, Cohen, 
Kelley & Schubert, 2003) extended this work for lit 
and textured meshes. 
Sander et al. presented a method (Sander et al, 
2001) that extended the work introduced in (Hoppe, 
1996). This method subdivides the surface into 
patches, on the grounds of its coplanarity. It then 
generates a parameterisation by minimising the 
stretch deviation. It calculates an adequate size for 
each object in the texture domain and simplifies the 
mesh by minimising the texture deviation (Cohen, 
Olano & Manocha, 1998) and preserving the 
boundaries. Finally, it optimises the parameterisation 
with a different objective function and regroups all 
the patches again. 
Zhang et al. (Zhang & Turk, 2002) proposed a 
new algorithm that takes visibility into account. 
Their approach defined a visibility function between 
the surfaces of a model and a surrounding sphere of 
cameras. The number of cameras increases both 
accuracy and calculation time. They used up to 258 
cameras. In order to guide the simplification process, 
they combined their visibility measure with the 
quadric measure introduced by Garland et al. 
(Garland & Herbert, 1997). 
Lee et al. (Lee, Varshney & Jacobs, 2005) 
introduced the idea of mesh saliency as a measure of 
regional importance for graphics meshes. This 
measure was incorporated into mesh simplification. 
Basically, their approach consists in generating a 
saliency map and then simplifying by using this map 
in the QSlim algorithm as in (Zhang & Turk, 2002). 
The new edge collapse cost is that of the quadric 
multiplied by the saliency of this edge. 
Garland and Zhou (Garland & Zhou, 2005) 
presented a method for simplifying simplicial 
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