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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