• Title/Summary/Keyword: Polygonal surface simplification

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Point-Based Simplification Using Moving-Least-Squrares (근사 함수를 이용한 Point-Based Simplification)

  • 조현철;배진석;김창헌
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.10a
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    • pp.1312-1314
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    • 2004
  • This paper proposes a new simplification algorithm that simplifies reconstructed polygonal mesh from 3D point set considering an original point set. Previous method computes error using mesh information, but it makes to increase error of difference between an original and a simplified model by reason of implementation of simplification. Proposed method simplifies a reconstructed model using an original point data, we acquire a simplified model similar an original. We show several simplified results to demonstrate the usability of our methods.

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Mesh Simplification for Preservation of Characteristic Features using Surface Orientation (표면의 방향정보를 고려한 메쉬의 특성정보의 보존)

  • 고명철;최윤철
    • Journal of Korea Multimedia Society
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    • v.5 no.4
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    • pp.458-467
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    • 2002
  • There has been proposed many simplification algorithms for effectively decreasing large-volumed polygonal surface data. These algorithms apply their own cost function for collapse to one of fundamental simplification unit, such as vertex, edge and triangle, and minimize the simplification error occurred in each simplification steps. Most of cost functions adopted in existing works use the error estimation method based on distance optimization. Unfortunately, it is hard to define the local characteristics of surface data using distance factor alone, which is basically scalar component. Therefore, the algorithms cannot preserve the characteristic features in surface areas with high curvature and, consequently, loss the detailed shape of original mesh in high simplification ratio. In this paper, we consider the vector component, such as surface orientation, as one of factors for cost function. The surface orientation is independent upon scalar component, distance value. This means that we can reconsider whether or not to preserve them as the amount of vector component, although they are elements with low scalar values. In addition, we develop a simplification algorithm based on half-edge collapse manner, which use the proposed cost function as the criterion for removing elements. In half-edge collapse, using one of endpoints in the edge represents a new vertex after collapse operation. The approach is memory efficient and effectively applicable to the rendering system requiring real-time transmission of large-volumed surface data.

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A Compact and Efficient Polygonal Mesh Representation (간결하고 효율적인 폴리곤 메쉬의 표현 구조)

  • Park S. K.;Lee S. H.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.4
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    • pp.294-305
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    • 2004
  • Highly detailed geometric models are rapidly becoming commonplace in computer graphics and other applications. These complex models, which is often represented as complex1 triangle meshes, mainly suffer from the vast memory requirement for real-time manipulation of arbitrary geometric shapes without loss of data. Various techniques have been devised to challenge these problems in views of geometric processing, not a representation scheme. This paper proposes the new mesh structure for the compact representation and the efficient handling of the highly complex models. To verify the compactness and the efficiency, the memory requirement of our representation is first investigated and compared with other existing representations. And then we analyze the time complexity of our data structure by the most critical operation, that is, the enumeration of the so-called one-ring neighborhood of a vertex. Finally, we evaluate some elementary modeling functions such as mesh smoothing, simplification, and subdivision, which is to demonstrate the effectiveness and robustness of our mesh structure in the context of the geometric modeling and processing.

New Discrete Curvature Error Metric for the Generation of LOD Meshes (LOD 메쉬 생성을 위한 새로운 이산 곡률 오차 척도)

  • Kim, Sun-Jeong;Lim, Soo-Il;Kim, Chang-Hun
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.3
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    • pp.245-254
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    • 2000
  • This paper proposes a new discrete curvature error metric to generate LOD meshes. For mesh simplification, discrete curvatures are defined with geometric attributes, such as angles and areas of triangular polygonal model, and dihedral angles without any smooth approximation. They can represent characteristics of polygonal surface well. The new error metric based on them, discrete curvature error metric, increases the accuracy of simplified model by preserving the geometric information of original model and can be used as a global error metric. Also we suggest that LOD should be generated not by a simplification ratio but by an error metric. Because LOD means the degree of closeness between original and each level's simplified model. Therefore discrete curvature error metric needs relatively more computations than known other error metrics, but it can efficiently generate and control LOD meshes which preserve overall appearance of original shape and are recognizable explicitly with each level.

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Efficient 3D Object Simplification Algorithm Using 2D Planar Sampling and Wavelet Transform (2D 평면 표본화와 웨이브릿 변환을 이용한 효율적인 3차원 객체 간소화 알고리즘)

  • 장명호;이행석;한규필;박양우
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.5_6
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    • pp.297-304
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    • 2004
  • In this paper, a mesh simplification algorithm based on wavelet transform and 2D planar sampling is proposed for efficient handling of 3D objects in computer applications. Since 3D vertices are directly transformed with wavelets in conventional mesh compression and simplification algorithms, it is difficult to solve tiling optimization problems which reconnect vertices into faces in the synthesis stage highly demanding vertex connectivities. However, a 3D mesh is sampled onto 2D planes and 2D polygons on the planes are independently simplified in the proposed algorithm. Accordingly, the transform of 2D polygons is very tractable and their connection information Is replaced with a sequence of vertices. The vertex sequence of the 2D polygons on each plane is analyzed with wavelets and the transformed data are simplified by removing small wavelet coefficients which are not dominant in the subjective quality of its shape. Therefore, the proposed algorithm is able to change the mesh level-of-detail simply by controlling the distance of 2D sampling planes and the selective removal of wavelet coefficients. Experimental results show that the proposed algorithm is a simple and efficient simplification technique with less external distortion.