A Boundary and Texture Preserving Mesh Simplification Algorithm for Virtual Reality

K. Bahirat, Chengyuan Lai, Ryan P. McMahan, B. Prabhakaran
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引用次数: 5

Abstract

With the increasing accessibility of the mobile head-mounted displays (HMDs), mobile virtual reality (VR) systems are finding applications in various areas. However, mobile HMDs are highly constrained with limited graphics processing units (GPUs), low processing power and onboard memory. Hence, VR developers must be cognizant of the number of polygons contained within their virtual environments to avoid rendering at low frame rates and inducing simulator sickness. The most robust and rapid approach to keeping the overall number of polygons low is to use mesh simplification algorithms to create low-poly versions of preexisting, high-poly models. Unfortunately, most existing mesh simplification algorithms cannot adequately handle meshes with lots of boundaries or non-manifold meshes, which are common attributes of 3D models made with computer-aided design tools.; AB@In this paper, we present a high-fidelity mesh simplification algorithm specifically designed for VR. This new algorithm, QEM4VR, addresses the deficiencies of prior quadric error metric (QEM) approaches by leveraging the insight that the most relevant boundary edges lie along curvatures while linear boundary edges can be collapsed. Additionally, our QEM4VR algorithm preserves key surface properties, such as normals, texture coordinates, colors, and materials. It pre-processes the 3D models and generate their low-poly approximations offline. We used six publicly available, high-poly models, with and without textures to compare the accuracy and fidelity of our QEM4VR algorithm to previous QEM variations. We also performed a frame rate analysis with original high-poly models and low-poly models obtained using QEM4VR and previous QEM variations. Our results indicate that QEM4VR creates low-poly, high-fidelity virtual environments for VR applications on devices that are constrained by the low number of polygons they can work with.
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一种保持边界和纹理的虚拟现实网格简化算法
随着移动头戴式显示器(hmd)的日益普及,移动虚拟现实(VR)系统正在各个领域得到应用。然而,移动头显受到有限的图形处理单元(gpu)、低处理能力和板载内存的高度限制。因此,VR开发者必须认识到他们的虚拟环境中包含的多边形数量,以避免低帧率渲染和诱发模拟器疾病。保持低多边形总数的最稳健和快速的方法是使用网格简化算法来创建预先存在的高多边形模型的低多边形版本。遗憾的是,大多数现有的网格简化算法不能充分处理具有大量边界或非流形网格的网格,而这是用计算机辅助设计工具制作的三维模型的共同属性。AB@In本文提出了一种专为VR设计的高保真网格简化算法。这种新的算法,QEM4VR,解决了先验二次误差度量(QEM)方法的不足之处,利用了最相关的边界边缘沿着曲率而线性边界边缘可以折叠的洞察力。此外,我们的QEM4VR算法保留了关键的表面属性,如法线、纹理坐标、颜色和材料。它预处理3D模型并离线生成它们的低多边形近似值。我们使用了六个公开可用的高多边形模型,带和不带纹理来比较我们的QEM4VR算法与以前的QEM变体的准确性和保真度。我们还对使用QEM4VR和以前的QEM变体获得的原始高多边形模型和低多边形模型进行了帧率分析。我们的研究结果表明,QEM4VR为设备上的VR应用程序创建了低多边形、高保真的虚拟环境,这些设备受限于它们可以使用的多边形数量少。
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