Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
New quadric metric for simplifiying meshes with appearance attributes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Quadric-based polygonal surface simplification
Quadric-based polygonal surface simplification
3D game content distributed adaptation in heterogeneous environments
EURASIP Journal on Advances in Signal Processing
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Our work focuses on the simplification of MPEG-4 avatar models. Similar to other general purposed 3D models, these avatars often claim complex, highly detailed presentation to maintain a convincing level of realism. However, the full complexity of such models is not always required, especially when a client terminal — for the reason of portability and cost reduction — cannot or does not necessarily support high complex presentation. First, we deploy the well-known 3D simplification based on quadric error metric to create a simplified version of the avatar in question, taking into account that the avatar is also a 3D model based on manifold mesh. Within this general scope, we introduce a new weight factor to overcome an uncertainty in choosing target for decimation. Next, exploiting the biomechanical characteristic of avatars — having the underlying skeleton structure — we propose an adaptation of the simplifying technique to avatars. The concept of bones is taken into account as either a boundary constraint or a cost-component for the quadric error. Encouraging results can be obtained with these modified procedures.