平行三角形网格抽取,无需排序

M. Franc, V. Skala
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引用次数: 19

摘要

计算机图形学的共同任务是将现实世界物体的模型可视化。这些模型通常由三角形网格表示,三角形网格可能非常大且复杂(数千或100万个三角形)。由于我们想要对模型进行快速和交互式的操作,我们需要改进我们的图形硬件,或者找到任何减少网格中三角形数量的方法。提出了一种基于网格抽取原理的三角网格快速约简算法。提出了一种高效稳定的并行环境下三角网格简化算法。我们使用一种基于顶点抽取和原始超独立顶点集的方法来避免临界截面。
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Parallel triangular mesh decimation without sorting
The common task in computer graphics is to visualise models of real world objects. These models are often represented by a triangular mesh, which can be very large and complex (thousands or a million triangles). Since we want a fast and interactive manipulation with the models, we need either to improve our graphics hardware or to find any method for reducing the number of triangles in the mesh. We present a fast algorithm for triangular mesh reduction based on the principle of mesh decimation. We present an efficient and stable algorithm for triangular mesh simplification in a parallel environment. We use a method based on vertex decimation and our original super independent set of vertices to avoid critical sections.
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