In the fixed function pipeline days without programmable shaders most attention was focused on reducing the number of triangles rendered, but now you get massive boosts in performance by batching your various render calls so that the same geometry of triangles is rendered in a single set of calls. For instance when drawing twenty identical houses, made up of several planes of triangles each with their own texture, organise the rendering around the textures, not the houses. Render all the roofs first, then all the walls, then all the doors etc.
Thus, a common goal among 3D modeling artists who make models for games and other real-time graphics applications is to make the model as realistic as possible while still minimizing the polygon-count.
My project focuses on this issue. Oh well, I guess unique clever names are hard to come by these days!
Although the program is far from being Algorithm for mesh simplification an industrial strength mesh optimizer, it demonstrates the basic concepts of mesh simplification and polygon reduction.
Program Overview My program takes a high-poly mesh and progressively calculates low-poly meshes based on the geometry of the high-poly mesh.
The GUI includes a slider bar that allows the user to determine the amount of simplification to apply to the mesh. There are also a number of options and functions that the user is given control over through the interface. Most of the program is entirely object oriented, and I make use of the many features of object orientation such as inheritance and polymorphism.
My program can load and save meshes in two different file formats. The only benefit to. The underlying data structure used to hold the mesh data is one of the core concepts in the program.
It is a dynamic data structure that utilizes many fundamental data structures such as trees, priority queues, linked lists, and stacks. I designed this data structure to have the ability to dynamically expand and contract.
When a mesh is loaded into the program, the user can slide the slider bar horizontally to progressively simplify the mesh. The face gargoyle mesh, for instance, will simplify progressively quite smoothly, but the face dragon will take longer between simplifications, so the relative smoothness of the slider bar suffers.
One thing to note, however, is that as the mesh is simplified, the simplification process speeds up. In other words, when you slide the bar back to the left, my program progressively rebuilds the mesh. The rebuilding process is much faster than the simplification process because most of the information needed to rebuild the mesh is computed during the simplification process.
Running the Program Simply run the executable. I designed the main window on a computer with by screen resolution. It will still work in bybut part of the window will be cut off. This is what the program looks like when you start it up.
It automatically loads a default mesh. I created this mesh as a simple mesh to test my algorithms on. Loading and Saving Mesh Files My program works with two different file formats. Its much like the. Simply click either button to load or save the mesh at any time.
This is the load mesh dialog window. It works like any other program in windows does. Also, select the file type in the drop-down list to switch between loading. Changing Rendering Options Changing rendering options is simple, just choose between flat, smooth, and wireframe and click on the respective radio button on the interface.
Also, to view the mesh at different angles, click on rotate left or rotate right. Notice the nice anti-aliased lines! Simplifying the Mesh To simplify the mesh quickly, you can click and drag the slider bar in the interface.
Dragging it to the right simplifies the mesh.Mesh Simplification. Applications • Oversampled 3D scan dataOversampled 3D scan data ~k triangles ~80k triangles 2. Applications • Overtessellation: E g isoOvertessellation: E.g. iso-surface extractionsurface extraction 3. Applications • get best mesh region from queue.
Mesh Simplification: 2/2 Simplification Si lifi i schemes h usually ll work k iteratively i i l (i.e., removing a vertex/edge at a time) and can be reversed reversed. Thus, Thus one can transmit the final result followed by the “reversed” operators.
A Comparison of Mesh Simplification Algorithms Nicole Ortega Project Summary, Group 16 - Orthotics for cerebral palsy patients - Fusiform developed a process to. User Manual. Authors Fernando Cacciola.
Introduction. Surface mesh simplification is the process of reducing the number of faces used in a surface mesh while keeping the overall shape, volume and boundaries preserved as much as possible. It is the opposite of subdivision. The simplification algorithm is implemented as the free template.
Mesh Simplification and Polygon Reduction. , which are the essential components of the mesh simplification algorithm. JRDSimpleMesh also overrides parts of the data structure creation routines originally defined in JRDMesh to insert SimpleEdges instead of just Edges.
The PM algorithm simplifies or refines a mesh using three mesh modification operators: an edge collapse to simplify and reduce the size of the mesh, a vertex split to add detail and increase the size of the mesh, and an edge swap to improve the shape of the mesh [Hoppe ].