摘要
网格简化是科学计算可视化和虚拟现实领域中的一个重要研究方面.它在不严重损失物体的视觉特征的前提下,用较少数目的多边形来表示物体,减少了模型的复杂性,提高了绘制的速度.文中提出了一个适合于表面曲率变化不太大的网格简化算法,它根据顶点的法向,采用边收缩机制来收缩处于共面区域内的边和合并共线的特征边.简化中既保留模型的特征点,还能将顶点和面的法向变化控制在用户规定的阈值下。
Mesh simplification is a very important aspect in the virtual reality and scientific visualization. It uses fewer polygons to represent the model of object without significant loss in the visual characteristics of the object, thus reducing greatly the complexity of the model and achieving higher rendering speed. This paper presents a mesh simplification algorithm suitable for surfaces with lower curvature variation, which using edge collapse to delete edges in coplanar region and merge collinear edges according to the normals of the end vertices of edges. This paper also presents an error metrics based on normal and uses it to guide the simplification.
出处
《计算机学报》
EI
CSCD
北大核心
1999年第10期1074-1079,共6页
Chinese Journal of Computers
关键词
网格简化
细节层次
法向
虚拟现实
计算机图形学
Mesh simplification,surface simplification,level of detail,virtual reality.