SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Interactive multiresolution surface viewing
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Optimized geometry compression for real-time rendering
VIS '97 Proceedings of the 8th conference on Visualization '97
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Superfaces: Polygonal Mesh Simplification with Bounded Error
IEEE Computer Graphics and Applications
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Triangular meshes are widely used in computer graphics fields, such as GIS, CAD and VR. Very complex models, with hundreds of thousands of faces, are easily produced by current CAD tools, automatic acquisition devices, or by fitting isosurfaces out of volume datasets. Many geometric datasets require a large amount of disk space. One of the solutions is to compress those large geometric data sets with geometric compression algorithms. On the other hand, a highly complex data representation is not always necessary. For example, a full size model is not required for generation of each frame of an interactive visualization. This has led to substantial research on the surace mesh simplification. Unfortunately, however, nearly all the methods only deal with one aspect above, either mesh compression or mesh simplification. We present a method to deal with both issues. It breaks down the triangle meshes into a set of triangle strips and vertex chains. Following that, inter-triangle-strip simplification and intratriangle-strip simplification are used to simplify the meshes. The method can not only compress the mesh geometry datasets for hard disk storage, but also simplify the meshes for the purposes of rendering and displaying. The results show the validity and efficiency of our method.