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A new mesh simplification framework based on the ¡®simplex collapse', which can produce approximations of simplified complexes of any type of meshes embedded in three dimensional Euclidean spaces, such as triangular meshes, quadrangular meshes, tetrahedral meshes, hexahedral meshes, and mixed complexes was presented in this paper. It has higher decimations ratio than the ¡®edge collapse'-based methods...
Programmable shader is a powerful tool to describe objects' appearances in the realm of computer graphics. However, executing shaders takes up much time during rendering and can easily go beyond the computer hardware capability. We present a novel method to simplify both programmable shaders based on Render Man Shading Language and geometries for reducing rendering time with little quality loss. Given...
With the development of modern 3D acquisition facilities and tools, large mesh models with high-precision for the representation of complex geometric objects becomes feasible. However, many considerable difficulties have emerged in these huge mesh models, such as the storage capacity and rendering speed of computers. Triangular mesh, which is one of the most popular polygonal meshes, plays an important...
Highly detailed geometric models are rapidly becoming common-place in computer graphics. But sometimes it is often desirable to use approximations in place of excessively detailed models to control processing time. This paper introduces a surface simplification algorithm that based on edge-collapse. The algorithm uses quadric error metrics to confirm the position of new vertex in order to control...
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