Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Mesh reduction with error control
Proceedings of the 7th conference on Visualization '96
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
MAPS: multiresolution adaptive parameterization of surfaces
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Fast and memory efficient polygonal simplification
Proceedings of the conference on Visualization '98
Multiresolution Decimation based on Global Error
Multiresolution Decimation based on Global Error
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A common task in computer graphics is the visualisation of models of real world objects. These models are very large and complex and their surfaces are usually represented by triangular meshes. The surface of complex model can contain thousands or even million of triangles. Because we want Fast and interactive manipulation with these models, we need either to improve our graphics hardware or to fred a method how to reduce the number of triangles in the mesh, e.g. mesh simplification. In this paper we will present a Fast algorithm for triangular mesh reduction based on the principle of vertex decimation.