Texture Information Driven Triangle Mesh Simplification

A. Xu, S. Sun, and K. Xu (PRC)


Mesh simplification, Texture mapping, Level of detail, Virtual reality


Texture-mapped meshes are widely used in constructing 3D virtual reality environment. In this paper we propose a new algorithm for texture-mapped mesh simplification, which is the key element to accelerate the real-time rendering of 3D scenes. In contrast to previous approaches, the algorithm uses edge contraction that combines texture image frequency information distribution and texture mapping distortion energy when it computes simplification error. Experimental results illustrate that the algorithm can avoid texture triangle inversion effectively in the process of simplification and keep mesh model appearance vision properties well.

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