SlideShare a Scribd company logo
1 of 12
Download to read offline
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
DOI : 10.5121/ijcga.2015.5206 53
MESH SIMPLIFICATION VIA A VOLUME COST
MEASURE
Sumanta Guha
Computer Science & Information Management Program, Asian Institute of Technology,
Thailand
ABSTRACT
We develop a polygonal mesh simplification algorithm based on a novel analysis of the mesh geometry.
Particularly, we propose first a characterization of vertices as hyperbolic or non-hyperbolic depend-ing
upon their discrete local geometry. Subsequently, the simplification process computes a volume cost for
each non-hyperbolic vertex, in anal-ogy with spherical volume, to capture the loss of fidelity if that vertex
is decimated. Vertices of least volume cost are then successively deleted and the resulting holes re-
triangulated using a method based on a novel heuristic. Preliminary experiments indicate a performance
comparable to that of the best known mesh simplification algorithms.
KEYWORDS
Hyperbolic vertex, level of detail, local geometry, mesh sim- plification, multi-resolution, vertex
decimation, volume cost
1. INTRODUCTION
Polygonal mesh models are ubiquitous in computer graphics. They are typically either user-made
in a 3D design environment, or automatically generated by triangulating point cloud data obtained
from a digital scan of some real-life object. Polygonal models are widely supported in both design
and rendering, there being available plentiful high-quality commercial and free software.
The visual quality of a model depends on the number of polygons (the more usually the better)
and the quality of the polygons themselves (the fewer slivers the better). However, a large
polygon count while making for a visually attractive surface taxes the resources of the rendering
device. Particularly, in real-time and interactive applications too large a polygon count may cause
unacceptable degradation of performance. Applications that require mesh models to be
transferred over a network are sensitive to polygon count as well.
For these reasons there has been considerable interest over more than a decade in mesh
simplification algorithms. The goal is to accept as input a com- plex model and simplify it to
various levels of resolution by reducing the number of polygons, at the same time retaining as far
as possible fidelity to the original. Figure 1 shows a cow at three different levels of resolution (the
simplification was done with our new software).
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
54
Fig. 1. Cow at 3 different resolutions: 5804, 1772 and 328 triangles.
In this paper we propose a new mesh simplification algorithm. We assume as input a triangulated
mesh (polygonal meshes are straightforwardly triangulated). Our algorithm itself falls within the
category of simplification algorithms based on vertex decimation. A vertex decimation method
typically processes the input mesh by iteratively deleting a vertex and its adjacent faces and then
re- triangulating the resulting hole. A candidate vertex for decimation is commonly chosen by
minimizing the value of some cost function over the current vertex set.
The novelty in our algorithm lies firstly in a new scheme to classify mesh vertices as hyperbolic
and non-hyperbolic. This scheme is local and discrete, and not derived from the well-known
method of differentiating between hyperbolic, parabolic and elliptic points on a smooth surface
using Gaussian curvature, though the two are not unrelated. (Non-hyperbolic vertices are further
classified as convex or concave, though we do not apply the distinction in our algorithm itself.)
This discrete characterization of vertices seems to be new in CG applications, and more
intrinsically suited to meshed surfaces than existing methods that distinguish vertices by
estimating pseudo-curvature values on a smooth approximation.
We apply our characterization to select non-hyperbolic vertices, each of which is then associated
with a measure of the volume that it covers – this so-called volume cost is determined by the
neighborhood geometry of the vertex. Hyperbolic vertices, on the other hand, do not in any
natural manner cover a volume, and are always preserved through our algorithm. Non-hyperbolic
vertices are decimated in order of least volume cost. A new re-triangulation scheme is proposed
as well to patch the holes arising from vertex decimation.
We have implemented our algorithm and initial experiments suggest a quality of simplification
comparable to current best-known algorithms. Our software will be made available freely.
The rest of the paper is organized as follows. In Section 2 we briefly discuss the various
approaches currently to mesh simplification. The theory underlying our approach is described in
Section 3 and the simplification algorithm itself presented in Section 4. Experimental results are
discussed and output shown in Section 5. We conclude in Section 6.
2 .BACKGROUND AND RELATED WORK
The problem of mesh simplification has been of interest in the rendering community for several
years. Various approaches have been developed and implemented. Surveys of these include ones
by Cignoni et al [4], Garland [5], Luebke [9, 10] and Talton [16]. The best-known approaches to
mesh simplification can be broadly classified into three categories – vertex clustering, edge
contraction and vertex decimation – of which ours falls into the latter.
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
55
The vertex clustering method, introduced by Rossignac and Borrel [13],places a bounding box
around the model, which is then divided into a uni-form 3D grid of rectilinear cells. Vertices
inside each cell are merged into a single representative vertex (Figure 2). The representative
vertex is chosen either from amongst the original ones in the cell – based on a heuristic
comparison of their contribution to the appearance of the surface in that cell – or as a weighted
average.
The vertex clustering method is simple, intuitive and easy to implement. Moreover, it lends itself
to graceful progressive simplification by means of a gradual increase in cell size. However, the
fidelity to the original resulting from vertex clustering is often poor, particularly as the error
bounds are not deter- mined intrinsically by the model, but by the size of the grid cells.
Fig. 2. Vertex clustering
In edge contraction, typically, edges are contracted iteratively into a single vertex each, and
adjacent faces updated accordingly (Figure 3). The difference between edge contracting
algorithms lies primarily in the cost function which each tries to minimize when choosing a
candidate to contract.
The most efficient edge contraction algorithm to date seems to be the one by Garland and
Heckbert [6, 7], which applies a quadric error cost function. This measures the sum of the squares
of the distances of the vertex to which an edge is collapsed from the faces adjacent to the latter, a
measure of the loss of quality from that particular collapse. Quadric-based mesh simplification is
efficient and produces provably high-quality output. Hoppe [8] proposes a notable application of
the edge contraction approach to produce a continuous range of resolution levels via the so-called
progressive mesh representation.
Schroeder et al [14] introduce the vertex decimation technique, where vertices are successively
removed, each together with its adjacent faces (Figure 4). As in edge collapsing, a cost function is
applied to determine the candidate to remove.The original cost function proposed by Schroeder et
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
56
al is either the distance of the vertex to the best-fit plane of its neighbors, or that to a boundary
edge, depending on the type of vertex.
The second step of a vertex decimation method, following the removal of a vertex and its
adjacent faces, is closing the resulting hole, which is bounded by a loop, by means of re-
triangulation. Schroeder et al apply a recursive procedure, repeatedly splitting the loop into two
by means of a diagonal chosen to maximize the aspect ratio of the resulting two sub-loops.
Fig. 4. Vertex decimation.
Though there seems to exist little in the literature by way of theoretical proofs, vertex decimation
methods – many variations of Schroeder’s original have since been proposed and implemented,
e.g., Tarini et al [17] – seem to work well in practice.
Our method is based on vertex decimation as well. We begin, however, with a novel classification
of vertices into hyperbolic and non-hyperbolic, and then restrict our search for a candidate to
decimate amongst non-hyperbolic vertices. This allows application of a volume-based cost
function which is geometrically meaningful for non-hyperbolic vertices. Minimizing volume loss
at each step ensures shape fidelity. Proofs of quality are typically difficult for simplification
algorithms constructed on vertex decimation and we do not as yet have any. How- ever,
experimentation with numerous surface meshes suggests that our method is competitive with the
best simplification techniques currently popular in practice.
3.THEORY
3.1 Vertex Classification
To simplify the theoretical development we assume that the input mesh is a topologically closed
surface, implying that it has a meaningful interior. This assumption is not essential, however, and
our implementation works for non- closed meshes as well. We assume as well that each mesh
face is triangular. We begin with a characterization of vertices as convex, concave or hyperbolic.
Definition 1. A vertex V of a mesh M is hyperbolic if it is contained in the interior (as a
subspace of R3) of the convex hull C of its neighbors. A vertex V that is not hyperbolic is convex
if there exists a (flat) disc D centered at V which does not intersect the interior of M; otherwise, it
is concave.
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
57
Fig. 5. Illustrations of convex, hyperbolic and concave vertices.
For example, the convex hull of the neighbors of V in Figure 5(a) is the triangle W1W2W3,
which has empty interior in R3. Therefore, V is trivially non-hyperbolic; moreover, the disc D
proves that V is convex. The vertex V on the saddle-shaped surface in Figure 5(b) is hyperbolic.
The reader may check in Figure 5(c) that all the vertices on the L-shaped solid are non-
hyperbolic, and that only vertex V is concave, while all the rest are convex. The disc D at a corner
of the L-shaped solid indicates the reason why we cannot replace the disc in the definition of
convexity with its containing plane – a plane may intersect the mesh at a distant point.
Our characterization of a mesh vertex is not unrelated to that of a point of a smooth surface as
hyperbolic, parabolic or elliptic by means of Gaussian cur- vature, but we’ll not explore the
connection here. It should be observed though that use of discrete local geometry to classify
vertices seems more natural for a meshed surface than computing pseudo-curvature values, as
some authors do, on a smooth approximation.
Whether a vertex V is hyperbolic or not is a local decision depending on its disposition with
respect to its neighbors. However, distinguishing a non- hyperbolic vertex V as either convex or
concave necessitates one to determine the side of the surface near V that the interior of M lies,
which requires global knowledge of M.
Our approach though requires only to be able to distinguish if a vertex is hy- perbolic or non-hyperbolic,
and not further between convex and concave. There- fore, we need know only of the local geometry at each
vertex.
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
58
3.2 Volume Cost Estimation
The link of a vertex V of a mesh M is the union of its neighboring vertices and edges between
them. E.g., the link of V in Figure 5(a) is the boundary of the triangle W1W2W3.
We would like to measure the solid angle subtended at a convex or concave vertex by its link.
We’ll give a constructive definition of this angle. But, first, we need a classical formula for the
solid angle subtended by a triangle at a point.
The solid angle subtended by a triangle T at a point V not belonging to T is the surface area of
the projection of T onto the unit sphere centered at V (the unit of solid angle is steradians but
we’ll not use this term). See Figure 6. Van Oosterom and Strackee [12] give the following
formula if the corners of T are W1, W2 and W3:
where Wi is the position vector of Wi w.r.t. V and [W1W2W3] denotes a scalar triple product.
The preceding formula leads to the following constructive definition of what we call, simply, the
angle at a non-hyperbolic mesh vertex V and denote by angle(V ).
Fig. 6. Solid angle.
Definition 2. Suppose that V is a non-hyperbolic vertex V of a mesh M. If V lies on the convex
hull C of its neighbors, then set angle(V ) to 2_. Otherwise,let P be a plane that separates V from
C, not intersecting either. Suppose the neighbors of V in cyclic order are W1,W2, . . . ,Wk. Let the
straight line through V and Wi intersect P at W′i . Triangulate the (plane, simple) polygon W′1 W′
2 . . .W′ k. Set angle(V ) to be the sum of the solid angles subtended at V by the triangles in this
triangulation (Figure 7).
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
59
Note 1. The case that V lies on the convex hull C of its neighbors arises precisely when these
neighboring vertices all lie on a plane that contains V as well (e.g., imagine an additional vertex
in the middle of a face of the cube in Figure 5(a)).
Next, we need a measure of the distance of a non-hyperbolic vertex V from its neighbors, which
are, say, W1,W2, . . . ,Wk. Accordingly:
Definition 3. For a non-hyperbolic vertex V define its height ht(V ) to be the distance of V to
the best-fit plane Q of W1,W2, . . . ,Wk (Figure 7).Note 2. Neither angle(V ) nor ht(V ) is
meaningful for a hyperbolic vertex as then V , in a sense, is “enclosed” by its neighbors.
Finally, we would like to estimate the volume “covered” by a non-hyperbolic V and its adjacent
faces. The reason is that this volume will provide an estimate of the cost of decimating V :
intuitively, the volume covered by V is lost if V is convex, or added if V is concave.
Unfortunately, there is generally no well-defined closed space covered by V and its adjacent
faces, as this requires “filling” the link of V with a 2D surface, which is not possible in an
unambiguous manner if the link is non-planar (e.g., consider if W1, W2, W3 and W4 are non-
coplana in Figure 7). However, the following formula, based on computing a spherical volume,
seems a reasonable estimate in most well-behaved situations.
Fig. 7. Using a separating plane to calculate angle(V ) and the best-fit plane to calcu- late ht(V ).
Definition 4. For a non-hyperbolic vertex V define its volume vol(V ) by vol(V ) = angle(V ) ×
ht(V )3
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
60
4. SIMPLIFICATION ALGORITHM
Our simplification algorithm is now straightforward to describe. Firstly, we com- pute angle(V ),
ht(V ) and then vol(V ) for each non-hyperbolic vertex of the in- put mesh M. The value vol(V )
is assigned as the cost of decimating V . However, prior to using this cost function, a simple
heuristic is implemented to preserve sharp-angled features whose volume might be small (e.g.,
Figure 8) as follows: we restrict the competition to find the least-cost vertex to those whose
angles are at least as large as the median of all angles at non-hyperbolic vertices, effectively
eliminating the currently sharpest half of features.
Once the vertex for decimation has been identified, its removal requires a re-triangulation of the
hole that its removal leaves. Our scheme to do this is actually an edge-collapse, details of which
are described later.
Fig. 8. Sharp feature.
Here then is pseudo-code for our simplification algorithm given an input mesh M:
Step 1: For each non-hyperbolic vertex V of M compute angle(V ), ht(V ) and vol(V ).
Step 2: Find the median A of all the angle(V ) values.
Step 3: From amongst the V such that angle(V ) > A find the one with the smallest value of
vol(V ).
Step 4: Decimate V by deleting it and its adjacent edges from M.
Step 5: Re-triangulate the hole in M resulting from the previous step by ap- plying the routine
described below.
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
61
Step 6: If the desired resolution has been reached, then exit; if not, for each neighbor W of the
most recently deleted vertex V , check if it is non-hyperbolic in the re-triangulated M, and, if so,
re-compute angle(W), ht(W) and vol(W). Go to Step 2.
4.1 Re-triangulation Routine
Our re-triangulation routine employs a novel but somewhat technical heuristic.Suppose the
neighbors of the decimated vertex V are W1,W2, . . . ,Wk. Of the O(k2
) straight lines through a
pair of distinct vertices in W1,W2, . . . ,Wk, find the one closest to V , say the straight line joining
Wi and Wj . Without loss of generality suppose that Wi is at least as close to V as Wj .
Fig. 9. Re-triangulating after decimating V by collapsing VW4.
We shall “collapse” the edge VWi by deleting V and its adjacent edges, and re-triangulate the
resulting hole using the fan of triangles with Wi as the common vertex and every other edge of
the link of V as an opposite edge, except, of course, for the two adjacent to W (Figure 9 indicates
the scheme by collapsing VW4).Motivation for this heuristic is apparent in Figure 10. One can re-
triangulate the hole left by decimating V in that figure in essentially two different ways – by
collapsing the edge VW2 or by collapsing the edge VW1. Clearly, the latter choice is more
faithful to the original shape and our heuristic finds this.
Fig. 10. After decimating V (top figure) the resulting hole can be re-triangulated in two ways: by collapsing
VW2 (lower left) or VW1 (lower right). Our heuristic chooses the right one which is more faithful to the
original surface.
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
62
4.2 Complexity
The complexity of the volume cost based method is fairly straightforwardly seen to be linear in
the size of the mesh because: (a) the initial classification of vertices in Step 1 requires
examination only of each vertex’s link (moreover, each edge of a surface mesh can appear in the
link of at most two vertices); (b) Steps 2 and 3 can be executed in a total of linear time with
appropriate data structures; (c) Steps 4, 5 and 6 require a total of linear time as well from an
amortized cost analysis.
5. EXPERIMENTAL RESULTS
We have implemented our volume cost based simplification algorithm using C++ and the STL on
an Intel platform with 1.66GHz CPU and 1GB RAM. We used several pre-packaged algorithms
from the CGAL library [2] and the Boost C++ library [1]. Parts of our code have been adapted
from Jeff Somers [15] simplification routines.
Fig. 11. Bunny: (a) Base mesh (69451 triangles) (b) Garland’s quadric-based simplifi- cation to 500
triangles (c) Volume cost based simplification to 500 triangles.
We have so far applied our method to various input meshes of up to about 100K triangles. Output
from a fairly small cow mesh was earlier seen in Figure 1. Figures 11 and 12 show much larger
models reduced to an identically small fraction of about 1% of the original number of triangles,
using both Garland’s quadric-based method and our volume cost based. Figure 13 similarly
compares the two again on a smaller mesh. The quality of output of the two methods is clearly
comparable.
6. CONCLUSIONS AND FUTURE WORK
We propose a novel and simple mesh simplification algorithm that first classifies vertices as
hyperbolic and non-hyperbolic according to their local geometry, and then iteratively decimates
vertices after the computation of a volume cost function at non-hyperbolic vertices. Our volume
cost based simplification algorithm is easy to implement and initial experiments have produced
good output quality.
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
63
Fig. 12. Woman: (a) Base mesh (65994 triangles) (b) Garland’s quadric-based simpli- fication to 1000
triangles (c) Volume cost based simplification to 1000 triangles.
Fig. 13. Pump: (a) Base mesh (2268 triangles) (b) Garland’s quadric-based simplifi- cation to 139 triangles
(c) Volume cost based simplification to 139 triangles.
More comparative experiments and consequent refinement of the algorithm is the next step.
Theoretical proofs of error bounds are important as well, and may, possibly, be obtained by
relating a vertex’s estimated volume cost to some real volume values. Another direction for future
work is simplification of meshes carrying color and texture data. Largemeshes with polygon
counts in the millions may require particular optimizations as well.
ACKNOWLEDGMENTS
We would like to thank Chansophea Chuon for helping develop our software and collaborating on
preliminary results announced in Chuon and Guha [3].The software was implemented with help
of code from Jeff Somers [15], as well as the CGAL [2] and Boost C++ [1] libraries. We thank
Tep Vuthy for early contributions.
International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015
64
REFERENCES
[1] Boost C++ Library, url: http://www.boost.org.
[2] CGAL 3.2.1 (Computational Geometry Algorithms Library), url:http://www.cgal.org.
[3] C. Chuon, S. Guha, Volume Cost Based Mesh Simplification, Proceedings 6th
International
Conference on Computer Graphics, Imaging and Visualization (CGIV 09), 2009, 164-169.
[4] P. Cignoni, C. Montani, R. Scopigno, A comparison of mesh simplification algo-rithms, Journal of
Computers and Graphics, Vol. 22, No. 1, 1998, 37-54.
[5] M. Garland, Multiresolution modeling: survey & future opportunities, Euro-graphics 99: Proceedings
of Eurographics 99, 1999, 28-35.
[6] M. Garland, P. S. Heckbert, Surface simplification using quadric error metrics,SIGGRAPH ’97:
Proceedings of the 24th annual conference on Computer graph-ics and interactive techniques, ACM,
1997, 209-216.
[7] P. S. Heckbert, M. Garland, Optimal triangulation and quadric-based surfacesimplification, Journal of
Comput. Geom. Theory Appl., Vol. 14, No. 1-3, 1999,49-65.
[8] H. Hoppe, Progressive meshes, SIGGRAPH ’96: Proceedings of the 23rd annualconference on
Computer graphics and interactive techniques, ACM, 1996, 99-108.
[9] D. P. Luebke, A Survey of Polygonal Simplification Algorithms, University of North Carolina at
Chapel Hill, 1997.
[10] D. P. Luebke, A Developer’s Survey of Polygonal Simplification Algorithms,Journal of IEEE
Comput. Graph. Appl., Vol. 21, No. 3, 2001, 24-35.
[11] D. P. Luebke, C. Erikson, View-dependent simplification of arbitrary polygonal environments,
SIGGRAPH 97: Proceedings of the 24th annual conference on Computer graphics and interactive
techniques, ACM, 1997, 194-208.
[12] A. Van Oosterom, J. Strackee, The Solid Angle of a Plane Triangle, IEEE Trans-actions on
Biomedical Engineering, Vol. 30, 2005, 125-126.
[13] J. Rossignac, P. Borrel, Multi-resolution 3D approximations for rendering com-plex scenes, Journal
of Modeling in Computer Graphics., 1993, 455-465.
[14] W. J. Schroeder, J. A. Zarge, W. E. Lorensen, Decimation of triangle meshes,SIGGRAPH ’92:
Proceedings of the 19th annual conference on Computer graph-ics and interactive techniques, ACM,
1992, 65-70.
[15] J. Sommers, Mesh Simplification Viewer, url: http://www.jsomers.com/vipm demo/meshsimp.html.
[16] J. O. Talton, A short survey of mesh simplification algorithms, University of Illinois at Urbana-
Champaign, 2004.
[17] M. Tarini and N. Pietroni, P. Cignoni, D. Panozzo, E. Puppo, Practical quad mesh simplification,
Proceedings of EUROGRAPHICS ’10, 2010, 407-418.
AUTHOR
Sumanta Guha obtained his Ph.D. in Computer Science from the University of Michigan,
Ann Arbor, in 1991. From 1991 to 2002 he taught at the University ofWisonsin-Milwaukee
as a member of the Electrical Engineering & Computer Science faculty. Since 2002 he has
been with the Computer Science & Information Management Program at the Asian
Institute of Technology, Thailand, where he is a professor.

More Related Content

What's hot

IMPROVEMENTS OF THE ANALYSIS OF HUMAN ACTIVITY USING ACCELERATION RECORD OF E...
IMPROVEMENTS OF THE ANALYSIS OF HUMAN ACTIVITY USING ACCELERATION RECORD OF E...IMPROVEMENTS OF THE ANALYSIS OF HUMAN ACTIVITY USING ACCELERATION RECORD OF E...
IMPROVEMENTS OF THE ANALYSIS OF HUMAN ACTIVITY USING ACCELERATION RECORD OF E...sipij
 
Target Detection by Fuzzy Gustafson-Kessel Algorithm
Target Detection by Fuzzy Gustafson-Kessel AlgorithmTarget Detection by Fuzzy Gustafson-Kessel Algorithm
Target Detection by Fuzzy Gustafson-Kessel AlgorithmCSCJournals
 
The Gaussian Process Latent Variable Model (GPLVM)
The Gaussian Process Latent Variable Model (GPLVM)The Gaussian Process Latent Variable Model (GPLVM)
The Gaussian Process Latent Variable Model (GPLVM)James McMurray
 
A Hybrid Technique for Shape Matching Based on chain code and DFS Tree
A Hybrid Technique for Shape Matching Based on chain code and DFS TreeA Hybrid Technique for Shape Matching Based on chain code and DFS Tree
A Hybrid Technique for Shape Matching Based on chain code and DFS TreeIOSR Journals
 
IJCER (www.ijceronline.com) International Journal of computational Engineerin...
IJCER (www.ijceronline.com) International Journal of computational Engineerin...IJCER (www.ijceronline.com) International Journal of computational Engineerin...
IJCER (www.ijceronline.com) International Journal of computational Engineerin...ijceronline
 
NUMBER PLATE IMAGE DETECTION FOR FAST MOTION VEHICLES USING BLUR KERNEL ESTIM...
NUMBER PLATE IMAGE DETECTION FOR FAST MOTION VEHICLES USING BLUR KERNEL ESTIM...NUMBER PLATE IMAGE DETECTION FOR FAST MOTION VEHICLES USING BLUR KERNEL ESTIM...
NUMBER PLATE IMAGE DETECTION FOR FAST MOTION VEHICLES USING BLUR KERNEL ESTIM...paperpublications3
 
Analysis
AnalysisAnalysis
AnalysisGorybox
 
Deep Learning for Structure-from-Motion (SfM)
Deep Learning for Structure-from-Motion (SfM)Deep Learning for Structure-from-Motion (SfM)
Deep Learning for Structure-from-Motion (SfM)PetteriTeikariPhD
 
Geo1004 lecture 1_topology&topological_datamodels_final
Geo1004 lecture 1_topology&topological_datamodels_finalGeo1004 lecture 1_topology&topological_datamodels_final
Geo1004 lecture 1_topology&topological_datamodels_finalPirouz Nourian
 
Image segmentation by modified map ml estimations
Image segmentation by modified map ml estimationsImage segmentation by modified map ml estimations
Image segmentation by modified map ml estimationsijesajournal
 
Steganography using reversible texture synthesis
Steganography using reversible texture synthesis Steganography using reversible texture synthesis
Steganography using reversible texture synthesis Shakas Technologies
 
BULK IEEE PROJECTS IN MATLAB ,BULK IEEE PROJECTS, IEEE 2015-16 MATLAB PROJEC...
 BULK IEEE PROJECTS IN MATLAB ,BULK IEEE PROJECTS, IEEE 2015-16 MATLAB PROJEC... BULK IEEE PROJECTS IN MATLAB ,BULK IEEE PROJECTS, IEEE 2015-16 MATLAB PROJEC...
BULK IEEE PROJECTS IN MATLAB ,BULK IEEE PROJECTS, IEEE 2015-16 MATLAB PROJEC...Nexgen Technology
 
AN IMPROVED MULTI-SOM ALGORITHM
AN IMPROVED MULTI-SOM ALGORITHMAN IMPROVED MULTI-SOM ALGORITHM
AN IMPROVED MULTI-SOM ALGORITHMIJNSA Journal
 

What's hot (16)

IMPROVEMENTS OF THE ANALYSIS OF HUMAN ACTIVITY USING ACCELERATION RECORD OF E...
IMPROVEMENTS OF THE ANALYSIS OF HUMAN ACTIVITY USING ACCELERATION RECORD OF E...IMPROVEMENTS OF THE ANALYSIS OF HUMAN ACTIVITY USING ACCELERATION RECORD OF E...
IMPROVEMENTS OF THE ANALYSIS OF HUMAN ACTIVITY USING ACCELERATION RECORD OF E...
 
Target Detection by Fuzzy Gustafson-Kessel Algorithm
Target Detection by Fuzzy Gustafson-Kessel AlgorithmTarget Detection by Fuzzy Gustafson-Kessel Algorithm
Target Detection by Fuzzy Gustafson-Kessel Algorithm
 
The Gaussian Process Latent Variable Model (GPLVM)
The Gaussian Process Latent Variable Model (GPLVM)The Gaussian Process Latent Variable Model (GPLVM)
The Gaussian Process Latent Variable Model (GPLVM)
 
A Hybrid Technique for Shape Matching Based on chain code and DFS Tree
A Hybrid Technique for Shape Matching Based on chain code and DFS TreeA Hybrid Technique for Shape Matching Based on chain code and DFS Tree
A Hybrid Technique for Shape Matching Based on chain code and DFS Tree
 
IJCER (www.ijceronline.com) International Journal of computational Engineerin...
IJCER (www.ijceronline.com) International Journal of computational Engineerin...IJCER (www.ijceronline.com) International Journal of computational Engineerin...
IJCER (www.ijceronline.com) International Journal of computational Engineerin...
 
NUMBER PLATE IMAGE DETECTION FOR FAST MOTION VEHICLES USING BLUR KERNEL ESTIM...
NUMBER PLATE IMAGE DETECTION FOR FAST MOTION VEHICLES USING BLUR KERNEL ESTIM...NUMBER PLATE IMAGE DETECTION FOR FAST MOTION VEHICLES USING BLUR KERNEL ESTIM...
NUMBER PLATE IMAGE DETECTION FOR FAST MOTION VEHICLES USING BLUR KERNEL ESTIM...
 
Analysis
AnalysisAnalysis
Analysis
 
Deep Learning for Structure-from-Motion (SfM)
Deep Learning for Structure-from-Motion (SfM)Deep Learning for Structure-from-Motion (SfM)
Deep Learning for Structure-from-Motion (SfM)
 
Geo1004 lecture 1_topology&topological_datamodels_final
Geo1004 lecture 1_topology&topological_datamodels_finalGeo1004 lecture 1_topology&topological_datamodels_final
Geo1004 lecture 1_topology&topological_datamodels_final
 
Image segmentation by modified map ml estimations
Image segmentation by modified map ml estimationsImage segmentation by modified map ml estimations
Image segmentation by modified map ml estimations
 
Texture Synthesis
Texture SynthesisTexture Synthesis
Texture Synthesis
 
50120130405033
5012013040503350120130405033
50120130405033
 
On mesh
On meshOn mesh
On mesh
 
Steganography using reversible texture synthesis
Steganography using reversible texture synthesis Steganography using reversible texture synthesis
Steganography using reversible texture synthesis
 
BULK IEEE PROJECTS IN MATLAB ,BULK IEEE PROJECTS, IEEE 2015-16 MATLAB PROJEC...
 BULK IEEE PROJECTS IN MATLAB ,BULK IEEE PROJECTS, IEEE 2015-16 MATLAB PROJEC... BULK IEEE PROJECTS IN MATLAB ,BULK IEEE PROJECTS, IEEE 2015-16 MATLAB PROJEC...
BULK IEEE PROJECTS IN MATLAB ,BULK IEEE PROJECTS, IEEE 2015-16 MATLAB PROJEC...
 
AN IMPROVED MULTI-SOM ALGORITHM
AN IMPROVED MULTI-SOM ALGORITHMAN IMPROVED MULTI-SOM ALGORITHM
AN IMPROVED MULTI-SOM ALGORITHM
 

Viewers also liked

T HE U PLIFT M ODEL T ERRAIN G ENERATOR
T HE  U PLIFT  M ODEL  T ERRAIN  G ENERATOR T HE  U PLIFT  M ODEL  T ERRAIN  G ENERATOR
T HE U PLIFT M ODEL T ERRAIN G ENERATOR ijcga
 
MAGE Q UALITY A SSESSMENT OF T ONE M APPED I MAGES
MAGE  Q UALITY  A SSESSMENT OF  T ONE  M APPED  I MAGESMAGE  Q UALITY  A SSESSMENT OF  T ONE  M APPED  I MAGES
MAGE Q UALITY A SSESSMENT OF T ONE M APPED I MAGESijcga
 
Visual hull construction from semitransparent coloured silhouettes
Visual hull construction from semitransparent coloured silhouettesVisual hull construction from semitransparent coloured silhouettes
Visual hull construction from semitransparent coloured silhouettesijcga
 
Ghost free image using blur and noise estimation
Ghost free image using blur and noise estimationGhost free image using blur and noise estimation
Ghost free image using blur and noise estimationijcga
 
Efficient video indexing for fast motion video
Efficient video indexing for fast motion videoEfficient video indexing for fast motion video
Efficient video indexing for fast motion videoijcga
 
3D-COMPUTER ANIMATION FOR A YORUBA NATIVE FOLKTALE
3D-COMPUTER ANIMATION FOR A YORUBA NATIVE FOLKTALE3D-COMPUTER ANIMATION FOR A YORUBA NATIVE FOLKTALE
3D-COMPUTER ANIMATION FOR A YORUBA NATIVE FOLKTALEijcga
 
Analysis of design principles and requirements for procedural rigging of bipe...
Analysis of design principles and requirements for procedural rigging of bipe...Analysis of design principles and requirements for procedural rigging of bipe...
Analysis of design principles and requirements for procedural rigging of bipe...ijcga
 
Ghost and Noise Removal in Exposure Fusion for High Dynamic Range Imaging
Ghost and Noise Removal in Exposure Fusion for High Dynamic Range ImagingGhost and Noise Removal in Exposure Fusion for High Dynamic Range Imaging
Ghost and Noise Removal in Exposure Fusion for High Dynamic Range Imagingijcga
 
Terra formation control or how to move mountains
Terra formation control or how to move mountainsTerra formation control or how to move mountains
Terra formation control or how to move mountainsijcga
 
AUTOMATIC DETECTION OF LOGOS IN VIDEO AND THEIR REMOVAL USING INPAINTI
AUTOMATIC DETECTION OF LOGOS IN VIDEO AND THEIR REMOVAL USING INPAINTIAUTOMATIC DETECTION OF LOGOS IN VIDEO AND THEIR REMOVAL USING INPAINTI
AUTOMATIC DETECTION OF LOGOS IN VIDEO AND THEIR REMOVAL USING INPAINTIijcga
 
3D M ESH S EGMENTATION U SING L OCAL G EOMETRY
3D M ESH S EGMENTATION U SING  L OCAL G EOMETRY3D M ESH S EGMENTATION U SING  L OCAL G EOMETRY
3D M ESH S EGMENTATION U SING L OCAL G EOMETRYijcga
 
Footprint-Driven Locomotion Composition
Footprint-Driven Locomotion Composition Footprint-Driven Locomotion Composition
Footprint-Driven Locomotion Composition ijcga
 
MAP MAKING FROM TABLES
MAP MAKING FROM TABLESMAP MAKING FROM TABLES
MAP MAKING FROM TABLESijcga
 
A WIRE PARAMETER AND REACTION MANAGER BASED BIPED CHARACTER SETUP AND RIGGI...
A WIRE PARAMETER AND REACTION  MANAGER BASED BIPED CHARACTER  SETUP AND RIGGI...A WIRE PARAMETER AND REACTION  MANAGER BASED BIPED CHARACTER  SETUP AND RIGGI...
A WIRE PARAMETER AND REACTION MANAGER BASED BIPED CHARACTER SETUP AND RIGGI...ijcga
 
A UGMENT R EALITY IN V OLUMETRIC M EDICAL I MAGING U SING S TEREOSCOPIC...
A UGMENT  R EALITY IN  V OLUMETRIC  M EDICAL  I MAGING  U SING  S TEREOSCOPIC...A UGMENT  R EALITY IN  V OLUMETRIC  M EDICAL  I MAGING  U SING  S TEREOSCOPIC...
A UGMENT R EALITY IN V OLUMETRIC M EDICAL I MAGING U SING S TEREOSCOPIC...ijcga
 
Segmentation of cysts in kidney and 3 d volume calculation from ct images
Segmentation of cysts in kidney and 3 d volume calculation from ct images  Segmentation of cysts in kidney and 3 d volume calculation from ct images
Segmentation of cysts in kidney and 3 d volume calculation from ct images ijcga
 
Relative squared distances to a conic
Relative squared distances to a conic Relative squared distances to a conic
Relative squared distances to a conic ijcga
 
1 a clothes and complements
1 a  clothes and complements1 a  clothes and complements
1 a clothes and complementsgemlops
 

Viewers also liked (19)

T HE U PLIFT M ODEL T ERRAIN G ENERATOR
T HE  U PLIFT  M ODEL  T ERRAIN  G ENERATOR T HE  U PLIFT  M ODEL  T ERRAIN  G ENERATOR
T HE U PLIFT M ODEL T ERRAIN G ENERATOR
 
MAGE Q UALITY A SSESSMENT OF T ONE M APPED I MAGES
MAGE  Q UALITY  A SSESSMENT OF  T ONE  M APPED  I MAGESMAGE  Q UALITY  A SSESSMENT OF  T ONE  M APPED  I MAGES
MAGE Q UALITY A SSESSMENT OF T ONE M APPED I MAGES
 
Visual hull construction from semitransparent coloured silhouettes
Visual hull construction from semitransparent coloured silhouettesVisual hull construction from semitransparent coloured silhouettes
Visual hull construction from semitransparent coloured silhouettes
 
Ghost free image using blur and noise estimation
Ghost free image using blur and noise estimationGhost free image using blur and noise estimation
Ghost free image using blur and noise estimation
 
Efficient video indexing for fast motion video
Efficient video indexing for fast motion videoEfficient video indexing for fast motion video
Efficient video indexing for fast motion video
 
3D-COMPUTER ANIMATION FOR A YORUBA NATIVE FOLKTALE
3D-COMPUTER ANIMATION FOR A YORUBA NATIVE FOLKTALE3D-COMPUTER ANIMATION FOR A YORUBA NATIVE FOLKTALE
3D-COMPUTER ANIMATION FOR A YORUBA NATIVE FOLKTALE
 
Analysis of design principles and requirements for procedural rigging of bipe...
Analysis of design principles and requirements for procedural rigging of bipe...Analysis of design principles and requirements for procedural rigging of bipe...
Analysis of design principles and requirements for procedural rigging of bipe...
 
Ghost and Noise Removal in Exposure Fusion for High Dynamic Range Imaging
Ghost and Noise Removal in Exposure Fusion for High Dynamic Range ImagingGhost and Noise Removal in Exposure Fusion for High Dynamic Range Imaging
Ghost and Noise Removal in Exposure Fusion for High Dynamic Range Imaging
 
Terra formation control or how to move mountains
Terra formation control or how to move mountainsTerra formation control or how to move mountains
Terra formation control or how to move mountains
 
AUTOMATIC DETECTION OF LOGOS IN VIDEO AND THEIR REMOVAL USING INPAINTI
AUTOMATIC DETECTION OF LOGOS IN VIDEO AND THEIR REMOVAL USING INPAINTIAUTOMATIC DETECTION OF LOGOS IN VIDEO AND THEIR REMOVAL USING INPAINTI
AUTOMATIC DETECTION OF LOGOS IN VIDEO AND THEIR REMOVAL USING INPAINTI
 
Computer graphics1
Computer graphics1Computer graphics1
Computer graphics1
 
3D M ESH S EGMENTATION U SING L OCAL G EOMETRY
3D M ESH S EGMENTATION U SING  L OCAL G EOMETRY3D M ESH S EGMENTATION U SING  L OCAL G EOMETRY
3D M ESH S EGMENTATION U SING L OCAL G EOMETRY
 
Footprint-Driven Locomotion Composition
Footprint-Driven Locomotion Composition Footprint-Driven Locomotion Composition
Footprint-Driven Locomotion Composition
 
MAP MAKING FROM TABLES
MAP MAKING FROM TABLESMAP MAKING FROM TABLES
MAP MAKING FROM TABLES
 
A WIRE PARAMETER AND REACTION MANAGER BASED BIPED CHARACTER SETUP AND RIGGI...
A WIRE PARAMETER AND REACTION  MANAGER BASED BIPED CHARACTER  SETUP AND RIGGI...A WIRE PARAMETER AND REACTION  MANAGER BASED BIPED CHARACTER  SETUP AND RIGGI...
A WIRE PARAMETER AND REACTION MANAGER BASED BIPED CHARACTER SETUP AND RIGGI...
 
A UGMENT R EALITY IN V OLUMETRIC M EDICAL I MAGING U SING S TEREOSCOPIC...
A UGMENT  R EALITY IN  V OLUMETRIC  M EDICAL  I MAGING  U SING  S TEREOSCOPIC...A UGMENT  R EALITY IN  V OLUMETRIC  M EDICAL  I MAGING  U SING  S TEREOSCOPIC...
A UGMENT R EALITY IN V OLUMETRIC M EDICAL I MAGING U SING S TEREOSCOPIC...
 
Segmentation of cysts in kidney and 3 d volume calculation from ct images
Segmentation of cysts in kidney and 3 d volume calculation from ct images  Segmentation of cysts in kidney and 3 d volume calculation from ct images
Segmentation of cysts in kidney and 3 d volume calculation from ct images
 
Relative squared distances to a conic
Relative squared distances to a conic Relative squared distances to a conic
Relative squared distances to a conic
 
1 a clothes and complements
1 a  clothes and complements1 a  clothes and complements
1 a clothes and complements
 

Similar to Mesh Simplification via Volume Cost Measure

4 tracking objects of deformable shapes (1)
4 tracking objects of deformable shapes (1)4 tracking objects of deformable shapes (1)
4 tracking objects of deformable shapes (1)prj_publication
 
4 tracking objects of deformable shapes
4 tracking objects of deformable shapes4 tracking objects of deformable shapes
4 tracking objects of deformable shapesprj_publication
 
4 tracking objects of deformable shapes
4 tracking objects of deformable shapes4 tracking objects of deformable shapes
4 tracking objects of deformable shapesprj_publication
 
GRAPH PARTITIONING FOR IMAGE SEGMENTATION USING ISOPERIMETRIC APPROACH: A REVIEW
GRAPH PARTITIONING FOR IMAGE SEGMENTATION USING ISOPERIMETRIC APPROACH: A REVIEWGRAPH PARTITIONING FOR IMAGE SEGMENTATION USING ISOPERIMETRIC APPROACH: A REVIEW
GRAPH PARTITIONING FOR IMAGE SEGMENTATION USING ISOPERIMETRIC APPROACH: A REVIEWDrm Kapoor
 
4 tracking objects of deformable shapes
4 tracking objects of deformable shapes4 tracking objects of deformable shapes
4 tracking objects of deformable shapesprjpublications
 
Higher dimension raster 5d
Higher dimension raster 5dHigher dimension raster 5d
Higher dimension raster 5dPedram Mazloom
 
AN IMPROVED MULTI-SOM ALGORITHM
AN IMPROVED MULTI-SOM ALGORITHMAN IMPROVED MULTI-SOM ALGORITHM
AN IMPROVED MULTI-SOM ALGORITHMIJNSA Journal
 
Ijarcet vol-2-issue-7-2273-2276
Ijarcet vol-2-issue-7-2273-2276Ijarcet vol-2-issue-7-2273-2276
Ijarcet vol-2-issue-7-2273-2276Editor IJARCET
 
Ijarcet vol-2-issue-7-2273-2276
Ijarcet vol-2-issue-7-2273-2276Ijarcet vol-2-issue-7-2273-2276
Ijarcet vol-2-issue-7-2273-2276Editor IJARCET
 
COMPARATIVE PERFORMANCE ANALYSIS OF RNSC AND MCL ALGORITHMS ON POWER-LAW DIST...
COMPARATIVE PERFORMANCE ANALYSIS OF RNSC AND MCL ALGORITHMS ON POWER-LAW DIST...COMPARATIVE PERFORMANCE ANALYSIS OF RNSC AND MCL ALGORITHMS ON POWER-LAW DIST...
COMPARATIVE PERFORMANCE ANALYSIS OF RNSC AND MCL ALGORITHMS ON POWER-LAW DIST...acijjournal
 
Garbage Classification Using Deep Learning Techniques
Garbage Classification Using Deep Learning TechniquesGarbage Classification Using Deep Learning Techniques
Garbage Classification Using Deep Learning TechniquesIRJET Journal
 
IRJET- Bidirectional Graph Search Techniques for Finding Shortest Path in Ima...
IRJET- Bidirectional Graph Search Techniques for Finding Shortest Path in Ima...IRJET- Bidirectional Graph Search Techniques for Finding Shortest Path in Ima...
IRJET- Bidirectional Graph Search Techniques for Finding Shortest Path in Ima...IRJET Journal
 
Two-dimensional Block of Spatial Convolution Algorithm and Simulation
Two-dimensional Block of Spatial Convolution Algorithm and SimulationTwo-dimensional Block of Spatial Convolution Algorithm and Simulation
Two-dimensional Block of Spatial Convolution Algorithm and SimulationCSCJournals
 
10 Important AI Research Papers.pdf
10 Important AI Research Papers.pdf10 Important AI Research Papers.pdf
10 Important AI Research Papers.pdfLinda Garcia
 
10.1007@978 3-319-29504-657
10.1007@978 3-319-29504-65710.1007@978 3-319-29504-657
10.1007@978 3-319-29504-657Manish Gupta
 
A Hybrid Technique for the Automated Segmentation of Corpus Callosum in Midsa...
A Hybrid Technique for the Automated Segmentation of Corpus Callosum in Midsa...A Hybrid Technique for the Automated Segmentation of Corpus Callosum in Midsa...
A Hybrid Technique for the Automated Segmentation of Corpus Callosum in Midsa...IJERA Editor
 

Similar to Mesh Simplification via Volume Cost Measure (20)

4 tracking objects of deformable shapes (1)
4 tracking objects of deformable shapes (1)4 tracking objects of deformable shapes (1)
4 tracking objects of deformable shapes (1)
 
4 tracking objects of deformable shapes
4 tracking objects of deformable shapes4 tracking objects of deformable shapes
4 tracking objects of deformable shapes
 
4 tracking objects of deformable shapes
4 tracking objects of deformable shapes4 tracking objects of deformable shapes
4 tracking objects of deformable shapes
 
GRAPH PARTITIONING FOR IMAGE SEGMENTATION USING ISOPERIMETRIC APPROACH: A REVIEW
GRAPH PARTITIONING FOR IMAGE SEGMENTATION USING ISOPERIMETRIC APPROACH: A REVIEWGRAPH PARTITIONING FOR IMAGE SEGMENTATION USING ISOPERIMETRIC APPROACH: A REVIEW
GRAPH PARTITIONING FOR IMAGE SEGMENTATION USING ISOPERIMETRIC APPROACH: A REVIEW
 
4 tracking objects of deformable shapes
4 tracking objects of deformable shapes4 tracking objects of deformable shapes
4 tracking objects of deformable shapes
 
Higher dimension raster 5d
Higher dimension raster 5dHigher dimension raster 5d
Higher dimension raster 5d
 
AN IMPROVED MULTI-SOM ALGORITHM
AN IMPROVED MULTI-SOM ALGORITHMAN IMPROVED MULTI-SOM ALGORITHM
AN IMPROVED MULTI-SOM ALGORITHM
 
Ijarcet vol-2-issue-7-2273-2276
Ijarcet vol-2-issue-7-2273-2276Ijarcet vol-2-issue-7-2273-2276
Ijarcet vol-2-issue-7-2273-2276
 
Ijarcet vol-2-issue-7-2273-2276
Ijarcet vol-2-issue-7-2273-2276Ijarcet vol-2-issue-7-2273-2276
Ijarcet vol-2-issue-7-2273-2276
 
Report
ReportReport
Report
 
COMPARATIVE PERFORMANCE ANALYSIS OF RNSC AND MCL ALGORITHMS ON POWER-LAW DIST...
COMPARATIVE PERFORMANCE ANALYSIS OF RNSC AND MCL ALGORITHMS ON POWER-LAW DIST...COMPARATIVE PERFORMANCE ANALYSIS OF RNSC AND MCL ALGORITHMS ON POWER-LAW DIST...
COMPARATIVE PERFORMANCE ANALYSIS OF RNSC AND MCL ALGORITHMS ON POWER-LAW DIST...
 
Garbage Classification Using Deep Learning Techniques
Garbage Classification Using Deep Learning TechniquesGarbage Classification Using Deep Learning Techniques
Garbage Classification Using Deep Learning Techniques
 
IRJET- Bidirectional Graph Search Techniques for Finding Shortest Path in Ima...
IRJET- Bidirectional Graph Search Techniques for Finding Shortest Path in Ima...IRJET- Bidirectional Graph Search Techniques for Finding Shortest Path in Ima...
IRJET- Bidirectional Graph Search Techniques for Finding Shortest Path in Ima...
 
International Journal of Engineering Inventions (IJEI)
International Journal of Engineering Inventions (IJEI)International Journal of Engineering Inventions (IJEI)
International Journal of Engineering Inventions (IJEI)
 
Two-dimensional Block of Spatial Convolution Algorithm and Simulation
Two-dimensional Block of Spatial Convolution Algorithm and SimulationTwo-dimensional Block of Spatial Convolution Algorithm and Simulation
Two-dimensional Block of Spatial Convolution Algorithm and Simulation
 
I0341042048
I0341042048I0341042048
I0341042048
 
10 Important AI Research Papers.pdf
10 Important AI Research Papers.pdf10 Important AI Research Papers.pdf
10 Important AI Research Papers.pdf
 
1801.06434
1801.064341801.06434
1801.06434
 
10.1007@978 3-319-29504-657
10.1007@978 3-319-29504-65710.1007@978 3-319-29504-657
10.1007@978 3-319-29504-657
 
A Hybrid Technique for the Automated Segmentation of Corpus Callosum in Midsa...
A Hybrid Technique for the Automated Segmentation of Corpus Callosum in Midsa...A Hybrid Technique for the Automated Segmentation of Corpus Callosum in Midsa...
A Hybrid Technique for the Automated Segmentation of Corpus Callosum in Midsa...
 

Recently uploaded

Breaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path MountBreaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path MountPuma Security, LLC
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):comworks
 
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 3652toLead Limited
 
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...Neo4j
 
Swan(sea) Song – personal research during my six years at Swansea ... and bey...
Swan(sea) Song – personal research during my six years at Swansea ... and bey...Swan(sea) Song – personal research during my six years at Swansea ... and bey...
Swan(sea) Song – personal research during my six years at Swansea ... and bey...Alan Dix
 
SIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge GraphSIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge GraphNeo4j
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxMalak Abu Hammad
 
Pigging Solutions Piggable Sweeping Elbows
Pigging Solutions Piggable Sweeping ElbowsPigging Solutions Piggable Sweeping Elbows
Pigging Solutions Piggable Sweeping ElbowsPigging Solutions
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Scott Keck-Warren
 
Next-generation AAM aircraft unveiled by Supernal, S-A2
Next-generation AAM aircraft unveiled by Supernal, S-A2Next-generation AAM aircraft unveiled by Supernal, S-A2
Next-generation AAM aircraft unveiled by Supernal, S-A2Hyundai Motor Group
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking MenDelhi Call girls
 
Key Features Of Token Development (1).pptx
Key  Features Of Token  Development (1).pptxKey  Features Of Token  Development (1).pptx
Key Features Of Token Development (1).pptxLBM Solutions
 
Making_way_through_DLL_hollowing_inspite_of_CFG_by_Debjeet Banerjee.pptx
Making_way_through_DLL_hollowing_inspite_of_CFG_by_Debjeet Banerjee.pptxMaking_way_through_DLL_hollowing_inspite_of_CFG_by_Debjeet Banerjee.pptx
Making_way_through_DLL_hollowing_inspite_of_CFG_by_Debjeet Banerjee.pptxnull - The Open Security Community
 
Pigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food ManufacturingPigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food ManufacturingPigging Solutions
 
08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking MenDelhi Call girls
 
Unblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesUnblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesSinan KOZAK
 
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking MenDelhi Call girls
 
Maximizing Board Effectiveness 2024 Webinar.pptx
Maximizing Board Effectiveness 2024 Webinar.pptxMaximizing Board Effectiveness 2024 Webinar.pptx
Maximizing Board Effectiveness 2024 Webinar.pptxOnBoard
 
Hyderabad Call Girls Khairatabad ✨ 7001305949 ✨ Cheap Price Your Budget
Hyderabad Call Girls Khairatabad ✨ 7001305949 ✨ Cheap Price Your BudgetHyderabad Call Girls Khairatabad ✨ 7001305949 ✨ Cheap Price Your Budget
Hyderabad Call Girls Khairatabad ✨ 7001305949 ✨ Cheap Price Your BudgetEnjoy Anytime
 

Recently uploaded (20)

Breaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path MountBreaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path Mount
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):
 
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365
Tech-Forward - Achieving Business Readiness For Copilot in Microsoft 365
 
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
 
Swan(sea) Song – personal research during my six years at Swansea ... and bey...
Swan(sea) Song – personal research during my six years at Swansea ... and bey...Swan(sea) Song – personal research during my six years at Swansea ... and bey...
Swan(sea) Song – personal research during my six years at Swansea ... and bey...
 
SIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge GraphSIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge Graph
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptx
 
Pigging Solutions Piggable Sweeping Elbows
Pigging Solutions Piggable Sweeping ElbowsPigging Solutions Piggable Sweeping Elbows
Pigging Solutions Piggable Sweeping Elbows
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024
 
Next-generation AAM aircraft unveiled by Supernal, S-A2
Next-generation AAM aircraft unveiled by Supernal, S-A2Next-generation AAM aircraft unveiled by Supernal, S-A2
Next-generation AAM aircraft unveiled by Supernal, S-A2
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men
 
Key Features Of Token Development (1).pptx
Key  Features Of Token  Development (1).pptxKey  Features Of Token  Development (1).pptx
Key Features Of Token Development (1).pptx
 
Making_way_through_DLL_hollowing_inspite_of_CFG_by_Debjeet Banerjee.pptx
Making_way_through_DLL_hollowing_inspite_of_CFG_by_Debjeet Banerjee.pptxMaking_way_through_DLL_hollowing_inspite_of_CFG_by_Debjeet Banerjee.pptx
Making_way_through_DLL_hollowing_inspite_of_CFG_by_Debjeet Banerjee.pptx
 
Pigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food ManufacturingPigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food Manufacturing
 
08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men
 
Unblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesUnblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen Frames
 
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
 
Maximizing Board Effectiveness 2024 Webinar.pptx
Maximizing Board Effectiveness 2024 Webinar.pptxMaximizing Board Effectiveness 2024 Webinar.pptx
Maximizing Board Effectiveness 2024 Webinar.pptx
 
Hyderabad Call Girls Khairatabad ✨ 7001305949 ✨ Cheap Price Your Budget
Hyderabad Call Girls Khairatabad ✨ 7001305949 ✨ Cheap Price Your BudgetHyderabad Call Girls Khairatabad ✨ 7001305949 ✨ Cheap Price Your Budget
Hyderabad Call Girls Khairatabad ✨ 7001305949 ✨ Cheap Price Your Budget
 
The transition to renewables in India.pdf
The transition to renewables in India.pdfThe transition to renewables in India.pdf
The transition to renewables in India.pdf
 

Mesh Simplification via Volume Cost Measure

  • 1. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 DOI : 10.5121/ijcga.2015.5206 53 MESH SIMPLIFICATION VIA A VOLUME COST MEASURE Sumanta Guha Computer Science & Information Management Program, Asian Institute of Technology, Thailand ABSTRACT We develop a polygonal mesh simplification algorithm based on a novel analysis of the mesh geometry. Particularly, we propose first a characterization of vertices as hyperbolic or non-hyperbolic depend-ing upon their discrete local geometry. Subsequently, the simplification process computes a volume cost for each non-hyperbolic vertex, in anal-ogy with spherical volume, to capture the loss of fidelity if that vertex is decimated. Vertices of least volume cost are then successively deleted and the resulting holes re- triangulated using a method based on a novel heuristic. Preliminary experiments indicate a performance comparable to that of the best known mesh simplification algorithms. KEYWORDS Hyperbolic vertex, level of detail, local geometry, mesh sim- plification, multi-resolution, vertex decimation, volume cost 1. INTRODUCTION Polygonal mesh models are ubiquitous in computer graphics. They are typically either user-made in a 3D design environment, or automatically generated by triangulating point cloud data obtained from a digital scan of some real-life object. Polygonal models are widely supported in both design and rendering, there being available plentiful high-quality commercial and free software. The visual quality of a model depends on the number of polygons (the more usually the better) and the quality of the polygons themselves (the fewer slivers the better). However, a large polygon count while making for a visually attractive surface taxes the resources of the rendering device. Particularly, in real-time and interactive applications too large a polygon count may cause unacceptable degradation of performance. Applications that require mesh models to be transferred over a network are sensitive to polygon count as well. For these reasons there has been considerable interest over more than a decade in mesh simplification algorithms. The goal is to accept as input a com- plex model and simplify it to various levels of resolution by reducing the number of polygons, at the same time retaining as far as possible fidelity to the original. Figure 1 shows a cow at three different levels of resolution (the simplification was done with our new software).
  • 2. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 54 Fig. 1. Cow at 3 different resolutions: 5804, 1772 and 328 triangles. In this paper we propose a new mesh simplification algorithm. We assume as input a triangulated mesh (polygonal meshes are straightforwardly triangulated). Our algorithm itself falls within the category of simplification algorithms based on vertex decimation. A vertex decimation method typically processes the input mesh by iteratively deleting a vertex and its adjacent faces and then re- triangulating the resulting hole. A candidate vertex for decimation is commonly chosen by minimizing the value of some cost function over the current vertex set. The novelty in our algorithm lies firstly in a new scheme to classify mesh vertices as hyperbolic and non-hyperbolic. This scheme is local and discrete, and not derived from the well-known method of differentiating between hyperbolic, parabolic and elliptic points on a smooth surface using Gaussian curvature, though the two are not unrelated. (Non-hyperbolic vertices are further classified as convex or concave, though we do not apply the distinction in our algorithm itself.) This discrete characterization of vertices seems to be new in CG applications, and more intrinsically suited to meshed surfaces than existing methods that distinguish vertices by estimating pseudo-curvature values on a smooth approximation. We apply our characterization to select non-hyperbolic vertices, each of which is then associated with a measure of the volume that it covers – this so-called volume cost is determined by the neighborhood geometry of the vertex. Hyperbolic vertices, on the other hand, do not in any natural manner cover a volume, and are always preserved through our algorithm. Non-hyperbolic vertices are decimated in order of least volume cost. A new re-triangulation scheme is proposed as well to patch the holes arising from vertex decimation. We have implemented our algorithm and initial experiments suggest a quality of simplification comparable to current best-known algorithms. Our software will be made available freely. The rest of the paper is organized as follows. In Section 2 we briefly discuss the various approaches currently to mesh simplification. The theory underlying our approach is described in Section 3 and the simplification algorithm itself presented in Section 4. Experimental results are discussed and output shown in Section 5. We conclude in Section 6. 2 .BACKGROUND AND RELATED WORK The problem of mesh simplification has been of interest in the rendering community for several years. Various approaches have been developed and implemented. Surveys of these include ones by Cignoni et al [4], Garland [5], Luebke [9, 10] and Talton [16]. The best-known approaches to mesh simplification can be broadly classified into three categories – vertex clustering, edge contraction and vertex decimation – of which ours falls into the latter.
  • 3. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 55 The vertex clustering method, introduced by Rossignac and Borrel [13],places a bounding box around the model, which is then divided into a uni-form 3D grid of rectilinear cells. Vertices inside each cell are merged into a single representative vertex (Figure 2). The representative vertex is chosen either from amongst the original ones in the cell – based on a heuristic comparison of their contribution to the appearance of the surface in that cell – or as a weighted average. The vertex clustering method is simple, intuitive and easy to implement. Moreover, it lends itself to graceful progressive simplification by means of a gradual increase in cell size. However, the fidelity to the original resulting from vertex clustering is often poor, particularly as the error bounds are not deter- mined intrinsically by the model, but by the size of the grid cells. Fig. 2. Vertex clustering In edge contraction, typically, edges are contracted iteratively into a single vertex each, and adjacent faces updated accordingly (Figure 3). The difference between edge contracting algorithms lies primarily in the cost function which each tries to minimize when choosing a candidate to contract. The most efficient edge contraction algorithm to date seems to be the one by Garland and Heckbert [6, 7], which applies a quadric error cost function. This measures the sum of the squares of the distances of the vertex to which an edge is collapsed from the faces adjacent to the latter, a measure of the loss of quality from that particular collapse. Quadric-based mesh simplification is efficient and produces provably high-quality output. Hoppe [8] proposes a notable application of the edge contraction approach to produce a continuous range of resolution levels via the so-called progressive mesh representation. Schroeder et al [14] introduce the vertex decimation technique, where vertices are successively removed, each together with its adjacent faces (Figure 4). As in edge collapsing, a cost function is applied to determine the candidate to remove.The original cost function proposed by Schroeder et
  • 4. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 56 al is either the distance of the vertex to the best-fit plane of its neighbors, or that to a boundary edge, depending on the type of vertex. The second step of a vertex decimation method, following the removal of a vertex and its adjacent faces, is closing the resulting hole, which is bounded by a loop, by means of re- triangulation. Schroeder et al apply a recursive procedure, repeatedly splitting the loop into two by means of a diagonal chosen to maximize the aspect ratio of the resulting two sub-loops. Fig. 4. Vertex decimation. Though there seems to exist little in the literature by way of theoretical proofs, vertex decimation methods – many variations of Schroeder’s original have since been proposed and implemented, e.g., Tarini et al [17] – seem to work well in practice. Our method is based on vertex decimation as well. We begin, however, with a novel classification of vertices into hyperbolic and non-hyperbolic, and then restrict our search for a candidate to decimate amongst non-hyperbolic vertices. This allows application of a volume-based cost function which is geometrically meaningful for non-hyperbolic vertices. Minimizing volume loss at each step ensures shape fidelity. Proofs of quality are typically difficult for simplification algorithms constructed on vertex decimation and we do not as yet have any. How- ever, experimentation with numerous surface meshes suggests that our method is competitive with the best simplification techniques currently popular in practice. 3.THEORY 3.1 Vertex Classification To simplify the theoretical development we assume that the input mesh is a topologically closed surface, implying that it has a meaningful interior. This assumption is not essential, however, and our implementation works for non- closed meshes as well. We assume as well that each mesh face is triangular. We begin with a characterization of vertices as convex, concave or hyperbolic. Definition 1. A vertex V of a mesh M is hyperbolic if it is contained in the interior (as a subspace of R3) of the convex hull C of its neighbors. A vertex V that is not hyperbolic is convex if there exists a (flat) disc D centered at V which does not intersect the interior of M; otherwise, it is concave.
  • 5. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 57 Fig. 5. Illustrations of convex, hyperbolic and concave vertices. For example, the convex hull of the neighbors of V in Figure 5(a) is the triangle W1W2W3, which has empty interior in R3. Therefore, V is trivially non-hyperbolic; moreover, the disc D proves that V is convex. The vertex V on the saddle-shaped surface in Figure 5(b) is hyperbolic. The reader may check in Figure 5(c) that all the vertices on the L-shaped solid are non- hyperbolic, and that only vertex V is concave, while all the rest are convex. The disc D at a corner of the L-shaped solid indicates the reason why we cannot replace the disc in the definition of convexity with its containing plane – a plane may intersect the mesh at a distant point. Our characterization of a mesh vertex is not unrelated to that of a point of a smooth surface as hyperbolic, parabolic or elliptic by means of Gaussian cur- vature, but we’ll not explore the connection here. It should be observed though that use of discrete local geometry to classify vertices seems more natural for a meshed surface than computing pseudo-curvature values, as some authors do, on a smooth approximation. Whether a vertex V is hyperbolic or not is a local decision depending on its disposition with respect to its neighbors. However, distinguishing a non- hyperbolic vertex V as either convex or concave necessitates one to determine the side of the surface near V that the interior of M lies, which requires global knowledge of M. Our approach though requires only to be able to distinguish if a vertex is hy- perbolic or non-hyperbolic, and not further between convex and concave. There- fore, we need know only of the local geometry at each vertex.
  • 6. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 58 3.2 Volume Cost Estimation The link of a vertex V of a mesh M is the union of its neighboring vertices and edges between them. E.g., the link of V in Figure 5(a) is the boundary of the triangle W1W2W3. We would like to measure the solid angle subtended at a convex or concave vertex by its link. We’ll give a constructive definition of this angle. But, first, we need a classical formula for the solid angle subtended by a triangle at a point. The solid angle subtended by a triangle T at a point V not belonging to T is the surface area of the projection of T onto the unit sphere centered at V (the unit of solid angle is steradians but we’ll not use this term). See Figure 6. Van Oosterom and Strackee [12] give the following formula if the corners of T are W1, W2 and W3: where Wi is the position vector of Wi w.r.t. V and [W1W2W3] denotes a scalar triple product. The preceding formula leads to the following constructive definition of what we call, simply, the angle at a non-hyperbolic mesh vertex V and denote by angle(V ). Fig. 6. Solid angle. Definition 2. Suppose that V is a non-hyperbolic vertex V of a mesh M. If V lies on the convex hull C of its neighbors, then set angle(V ) to 2_. Otherwise,let P be a plane that separates V from C, not intersecting either. Suppose the neighbors of V in cyclic order are W1,W2, . . . ,Wk. Let the straight line through V and Wi intersect P at W′i . Triangulate the (plane, simple) polygon W′1 W′ 2 . . .W′ k. Set angle(V ) to be the sum of the solid angles subtended at V by the triangles in this triangulation (Figure 7).
  • 7. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 59 Note 1. The case that V lies on the convex hull C of its neighbors arises precisely when these neighboring vertices all lie on a plane that contains V as well (e.g., imagine an additional vertex in the middle of a face of the cube in Figure 5(a)). Next, we need a measure of the distance of a non-hyperbolic vertex V from its neighbors, which are, say, W1,W2, . . . ,Wk. Accordingly: Definition 3. For a non-hyperbolic vertex V define its height ht(V ) to be the distance of V to the best-fit plane Q of W1,W2, . . . ,Wk (Figure 7).Note 2. Neither angle(V ) nor ht(V ) is meaningful for a hyperbolic vertex as then V , in a sense, is “enclosed” by its neighbors. Finally, we would like to estimate the volume “covered” by a non-hyperbolic V and its adjacent faces. The reason is that this volume will provide an estimate of the cost of decimating V : intuitively, the volume covered by V is lost if V is convex, or added if V is concave. Unfortunately, there is generally no well-defined closed space covered by V and its adjacent faces, as this requires “filling” the link of V with a 2D surface, which is not possible in an unambiguous manner if the link is non-planar (e.g., consider if W1, W2, W3 and W4 are non- coplana in Figure 7). However, the following formula, based on computing a spherical volume, seems a reasonable estimate in most well-behaved situations. Fig. 7. Using a separating plane to calculate angle(V ) and the best-fit plane to calcu- late ht(V ). Definition 4. For a non-hyperbolic vertex V define its volume vol(V ) by vol(V ) = angle(V ) × ht(V )3
  • 8. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 60 4. SIMPLIFICATION ALGORITHM Our simplification algorithm is now straightforward to describe. Firstly, we com- pute angle(V ), ht(V ) and then vol(V ) for each non-hyperbolic vertex of the in- put mesh M. The value vol(V ) is assigned as the cost of decimating V . However, prior to using this cost function, a simple heuristic is implemented to preserve sharp-angled features whose volume might be small (e.g., Figure 8) as follows: we restrict the competition to find the least-cost vertex to those whose angles are at least as large as the median of all angles at non-hyperbolic vertices, effectively eliminating the currently sharpest half of features. Once the vertex for decimation has been identified, its removal requires a re-triangulation of the hole that its removal leaves. Our scheme to do this is actually an edge-collapse, details of which are described later. Fig. 8. Sharp feature. Here then is pseudo-code for our simplification algorithm given an input mesh M: Step 1: For each non-hyperbolic vertex V of M compute angle(V ), ht(V ) and vol(V ). Step 2: Find the median A of all the angle(V ) values. Step 3: From amongst the V such that angle(V ) > A find the one with the smallest value of vol(V ). Step 4: Decimate V by deleting it and its adjacent edges from M. Step 5: Re-triangulate the hole in M resulting from the previous step by ap- plying the routine described below.
  • 9. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 61 Step 6: If the desired resolution has been reached, then exit; if not, for each neighbor W of the most recently deleted vertex V , check if it is non-hyperbolic in the re-triangulated M, and, if so, re-compute angle(W), ht(W) and vol(W). Go to Step 2. 4.1 Re-triangulation Routine Our re-triangulation routine employs a novel but somewhat technical heuristic.Suppose the neighbors of the decimated vertex V are W1,W2, . . . ,Wk. Of the O(k2 ) straight lines through a pair of distinct vertices in W1,W2, . . . ,Wk, find the one closest to V , say the straight line joining Wi and Wj . Without loss of generality suppose that Wi is at least as close to V as Wj . Fig. 9. Re-triangulating after decimating V by collapsing VW4. We shall “collapse” the edge VWi by deleting V and its adjacent edges, and re-triangulate the resulting hole using the fan of triangles with Wi as the common vertex and every other edge of the link of V as an opposite edge, except, of course, for the two adjacent to W (Figure 9 indicates the scheme by collapsing VW4).Motivation for this heuristic is apparent in Figure 10. One can re- triangulate the hole left by decimating V in that figure in essentially two different ways – by collapsing the edge VW2 or by collapsing the edge VW1. Clearly, the latter choice is more faithful to the original shape and our heuristic finds this. Fig. 10. After decimating V (top figure) the resulting hole can be re-triangulated in two ways: by collapsing VW2 (lower left) or VW1 (lower right). Our heuristic chooses the right one which is more faithful to the original surface.
  • 10. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 62 4.2 Complexity The complexity of the volume cost based method is fairly straightforwardly seen to be linear in the size of the mesh because: (a) the initial classification of vertices in Step 1 requires examination only of each vertex’s link (moreover, each edge of a surface mesh can appear in the link of at most two vertices); (b) Steps 2 and 3 can be executed in a total of linear time with appropriate data structures; (c) Steps 4, 5 and 6 require a total of linear time as well from an amortized cost analysis. 5. EXPERIMENTAL RESULTS We have implemented our volume cost based simplification algorithm using C++ and the STL on an Intel platform with 1.66GHz CPU and 1GB RAM. We used several pre-packaged algorithms from the CGAL library [2] and the Boost C++ library [1]. Parts of our code have been adapted from Jeff Somers [15] simplification routines. Fig. 11. Bunny: (a) Base mesh (69451 triangles) (b) Garland’s quadric-based simplifi- cation to 500 triangles (c) Volume cost based simplification to 500 triangles. We have so far applied our method to various input meshes of up to about 100K triangles. Output from a fairly small cow mesh was earlier seen in Figure 1. Figures 11 and 12 show much larger models reduced to an identically small fraction of about 1% of the original number of triangles, using both Garland’s quadric-based method and our volume cost based. Figure 13 similarly compares the two again on a smaller mesh. The quality of output of the two methods is clearly comparable. 6. CONCLUSIONS AND FUTURE WORK We propose a novel and simple mesh simplification algorithm that first classifies vertices as hyperbolic and non-hyperbolic according to their local geometry, and then iteratively decimates vertices after the computation of a volume cost function at non-hyperbolic vertices. Our volume cost based simplification algorithm is easy to implement and initial experiments have produced good output quality.
  • 11. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 63 Fig. 12. Woman: (a) Base mesh (65994 triangles) (b) Garland’s quadric-based simpli- fication to 1000 triangles (c) Volume cost based simplification to 1000 triangles. Fig. 13. Pump: (a) Base mesh (2268 triangles) (b) Garland’s quadric-based simplifi- cation to 139 triangles (c) Volume cost based simplification to 139 triangles. More comparative experiments and consequent refinement of the algorithm is the next step. Theoretical proofs of error bounds are important as well, and may, possibly, be obtained by relating a vertex’s estimated volume cost to some real volume values. Another direction for future work is simplification of meshes carrying color and texture data. Largemeshes with polygon counts in the millions may require particular optimizations as well. ACKNOWLEDGMENTS We would like to thank Chansophea Chuon for helping develop our software and collaborating on preliminary results announced in Chuon and Guha [3].The software was implemented with help of code from Jeff Somers [15], as well as the CGAL [2] and Boost C++ [1] libraries. We thank Tep Vuthy for early contributions.
  • 12. International Journal of Computer Graphics & Animation (IJCGA) Vol.5, No.2, April 2015 64 REFERENCES [1] Boost C++ Library, url: http://www.boost.org. [2] CGAL 3.2.1 (Computational Geometry Algorithms Library), url:http://www.cgal.org. [3] C. Chuon, S. Guha, Volume Cost Based Mesh Simplification, Proceedings 6th International Conference on Computer Graphics, Imaging and Visualization (CGIV 09), 2009, 164-169. [4] P. Cignoni, C. Montani, R. Scopigno, A comparison of mesh simplification algo-rithms, Journal of Computers and Graphics, Vol. 22, No. 1, 1998, 37-54. [5] M. Garland, Multiresolution modeling: survey & future opportunities, Euro-graphics 99: Proceedings of Eurographics 99, 1999, 28-35. [6] M. Garland, P. S. Heckbert, Surface simplification using quadric error metrics,SIGGRAPH ’97: Proceedings of the 24th annual conference on Computer graph-ics and interactive techniques, ACM, 1997, 209-216. [7] P. S. Heckbert, M. Garland, Optimal triangulation and quadric-based surfacesimplification, Journal of Comput. Geom. Theory Appl., Vol. 14, No. 1-3, 1999,49-65. [8] H. Hoppe, Progressive meshes, SIGGRAPH ’96: Proceedings of the 23rd annualconference on Computer graphics and interactive techniques, ACM, 1996, 99-108. [9] D. P. Luebke, A Survey of Polygonal Simplification Algorithms, University of North Carolina at Chapel Hill, 1997. [10] D. P. Luebke, A Developer’s Survey of Polygonal Simplification Algorithms,Journal of IEEE Comput. Graph. Appl., Vol. 21, No. 3, 2001, 24-35. [11] D. P. Luebke, C. Erikson, View-dependent simplification of arbitrary polygonal environments, SIGGRAPH 97: Proceedings of the 24th annual conference on Computer graphics and interactive techniques, ACM, 1997, 194-208. [12] A. Van Oosterom, J. Strackee, The Solid Angle of a Plane Triangle, IEEE Trans-actions on Biomedical Engineering, Vol. 30, 2005, 125-126. [13] J. Rossignac, P. Borrel, Multi-resolution 3D approximations for rendering com-plex scenes, Journal of Modeling in Computer Graphics., 1993, 455-465. [14] W. J. Schroeder, J. A. Zarge, W. E. Lorensen, Decimation of triangle meshes,SIGGRAPH ’92: Proceedings of the 19th annual conference on Computer graph-ics and interactive techniques, ACM, 1992, 65-70. [15] J. Sommers, Mesh Simplification Viewer, url: http://www.jsomers.com/vipm demo/meshsimp.html. [16] J. O. Talton, A short survey of mesh simplification algorithms, University of Illinois at Urbana- Champaign, 2004. [17] M. Tarini and N. Pietroni, P. Cignoni, D. Panozzo, E. Puppo, Practical quad mesh simplification, Proceedings of EUROGRAPHICS ’10, 2010, 407-418. AUTHOR Sumanta Guha obtained his Ph.D. in Computer Science from the University of Michigan, Ann Arbor, in 1991. From 1991 to 2002 he taught at the University ofWisonsin-Milwaukee as a member of the Electrical Engineering & Computer Science faculty. Since 2002 he has been with the Computer Science & Information Management Program at the Asian Institute of Technology, Thailand, where he is a professor.