Taime 2016
Taime 2016
Algorithms
Abstract Many applications in the field of computer graphics are becoming more
complex and require more accurate simplification of the surface meshes. This need
is due to reasons of rendering speed, the capacity the backup and the transmission
speed 3D models over networks. We presented four basic methods for simplifying
meshes that are proposed in recent years. The result obtained by the implementation
of these methods will be the subject of a comparative study. This study aims to
evaluate these methods in terms of preserving the topology and speed.
1 Introduction
strong realism in computer graphics. However, the increased complexity of the data
still surpasses the improvements in hardware performance, which requires the sim-
plification of meshes while preserving the topology. In this context, several
approaches and strategies are adopted for controlled simplification of meshes:
• The first Involves the removal of geometric entities, typically the vertices [1] or
triangles [2] and the remesh the holes thus formed.
• Some strategies have tried to agglomerate geometrically the nearby vertices to
replace an representative [3–8].
• Another type of method is to merge coplanar facets [9–11].
• Other approaches have tried optimizing an energy function [12, 13].
• Wavelets [14, 15], in a single structure, provide a mathematical framework to be
several representations more or less detailed of the same object.
Another type of method called remeshing consists of randomly positioning the
points on the surface and move them with attraction/repulsion forces by forcing
them to stay on the surface [16].
We can still classify these methods on the basis of local and global approaches:
in the first case, mesh modifications are operated upon a local optimization criterion
(e.g. simplification envelopes [17] and other approaches decimation). In the second,
a global optimization process is applied to the whole mesh. (e.g. energy opti-
mization approaches [12, 13], Multiresolution decimation [18, 19], and multires-
olution analysis [20]).
This work presents a brief introduction to mesh simplification methods. Its main
objective is to analyze and compare some methods and main approaches on the
basis of two criteria, a criterion for minimizing the error or difference between the
simplified mesh and the original mesh and a criterion of run times.
2 Error Evaluation
To quickly view a scene and allow it to move, the mesh is simplified by reducing
the number of triangles. The strategy for simplifying a mesh differ from one
approach to another, On the other hand, the majority of them degrade the mesh
approximation precision to reduce the number of vertices/triangles. Here is an
overview of approaches and the most commonly used methods for simplifying
meshes we presented in this work:
• Vertex decimation: This algorithm iteratively removes a vertex of the mesh and
all the adjacent faces. In each step of decimation process, all vertices are
evaluated according to their importance. The least important vertex is selected
for removal and all the facets adjacent to that vertex are removed from the model
and the resulting hole is triangulated (see [1] for more details). Since the tri-
angulation requires a projection of the local surface onto a plane, these algo-
rithms are generally limited to manifold surfaces. Vertex decimation methods
preserve the mesh topology as well as a subset of original vertices.
• Energy function optimization: the two methods most usually used within this
framework are those proposed by Hoppe [12, 13]. The principle of these
methods consists in assigning an energy function to three characteristics of the
mesh: the number of nodes, the approximation error and the regularity of the
mesh (determined from the length of the edges). These methods seek to mini-
mize the energy in order to solve the mesh optimization problem. This approach
can produce much better simplification results, but it increases a huge amount of
computational cost.
• Agglomeration of the vertices: the methods based on this principle are distin-
guished by how to choose the vertices to be agglomerated. There are essentially
two ways to do it. The first uses a three-dimensional grid, possibly adaptive, to
replace all of the vertices belonging to a cell of the grid with a single vertex. [3]
The second approach uses a metric for determining the nodes to be merged [4]
Fig. 1.
Contract
Before After
Fig. 1 Edge contraction. The highlighted edge is contracted into a single point. The shaded
triangles become degenerate and are removed during the contraction
290 A. Taime et al.
In order to give a theoretical assessment but also objective of the methods exam-
ined, we adopted an empirical approach based on four implementations in which
the approximation error introduced in the simplification process is calculated. For
this purpose, we have based on a metric of the approximation error used by Garland
[4], capable of measuring the average squared distance between the approximation
and the original model. The error approximation Ei = E (M, E) is defined as:
!
1 X
Ei ¼ d ð#; Mi Þ þ d ð#; Mn Þ
2 2
ð1Þ
jXn j þ jXi j #2Xn
where Xn and Xi are sets of points sampled on the models Mn and Mi respectively.
The distance dð0; MÞ ¼ minp2M jj# pjj is the minimum distance from v to the
closest face of M.
Moreover, On the basis of the maximum error like metric associated to the
faces/vertices [21], in order to have a more precise idea of these methods.
5 Empirical Evaluation
0 Quadric Metrics
68. 204. 424. 848. 1272.
no. faces
different sizes. The size of the simplified mesh is represented on the X axis and the
error on the Y axis.
In particular, the method of Vertex clustering [3] does not reach a high level of
simplification. Moreover, she recorded in general the worst result in terms of error,
but the maximum error curve showed a relative improvement; this depends on the
strategy adopted in the removal of the vertices. By cons, it is interesting to note that
this method produces the best results when speed is needed.
As expected, the good results in terms of average error are given by the Mesh
Optimization method and Quadric Error Metrics. However, the method of Mesh
decimation is less reliable in terms of accuracy. On the other hand, methods [3, 4,
12] which only support globally bounded approximation errors and which use a
global optimization process at mesh modifications produce better results when we
consider the maximal error.
It is interesting to note that the method of QEM and Mesh decimation are
produced the better results in terms of speed. In contrast, the method of Mesh
Optimization is the slowest.
Comparative Study of Mesh Simplification Algorithms 293
6 Conclusion
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