2018
DOI: 10.1145/3209661
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Designing and Evaluating a Mesh Simplification Algorithm for Virtual Reality

Abstract: With the increasing accessibility of the mobile head-mounted displays (HMDs), mobile virtual reality (VR) systems are finding applications in various areas. However, mobile HMDs are highly constrained with limited graphics processing units (GPUs) and low processing power and onboard memory. Hence, VR developers must be cognizant of the number of polygons contained within their virtual environments to avoid rendering at low frame rates and inducing simulator sickness. The most robust and rapid approach to keepi… Show more

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Cited by 29 publications
(12 citation statements)
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“…More specifically in this article, the quadric error metric simplification technique with preservation of texture was able to tackle the data size issues. Based on a fidelity assessment by eight anatomy experts, high-fidelity models in this article could be reduced up to 10% of their size and beyond, reverberating the findings of Bahirat and colleagues who found that meshes could be simplified to 10% of their original polygon totals and beyond (Bahirat et al, 2018).…”
Section: Mesh Simplificationmentioning
confidence: 52%
See 1 more Smart Citation
“…More specifically in this article, the quadric error metric simplification technique with preservation of texture was able to tackle the data size issues. Based on a fidelity assessment by eight anatomy experts, high-fidelity models in this article could be reduced up to 10% of their size and beyond, reverberating the findings of Bahirat and colleagues who found that meshes could be simplified to 10% of their original polygon totals and beyond (Bahirat et al, 2018).…”
Section: Mesh Simplificationmentioning
confidence: 52%
“…According to Bahirat and colleagues, meshes can be easily simplified to 10% of their original polygon totals and beyond, preserving high‐fidelity appearances compared to the original high polygon model (Bahirat et al, 2018). In this report, a survey regarding the physical fidelity of the original and simplified surface scanned models was answered by independent anatomists to evaluate the impact of mesh simplification on the models.…”
Section: Methodsmentioning
confidence: 99%
“…Jong et al combined vertex torsion detection with the quadratic error generated by vertex contraction to simplify the mesh [34]. Bahirat et al made up for the defects of the quadratic error method by introducing curvature, normal lines and texture features [35]. Based on discrete differential geometry, Wang et al introduced the concept of adaptive weight into the quadratic error measure and realized half-fold simplification under the greedy framework [36].…”
Section: B Simplification Methods Based On Quadratic Error Measurementmentioning
confidence: 99%
“…This paper did not explore optimizations for VR-content generation because other researchers have already succeeded in this area; however, the parallelization strategies of VR graphics engines do offer opportunities for improvement, notably with respect to picture-frame tiling. The graphics pipeline can be optimized by detecting redundant, identical tiles [41], [42], [43], by separating stable objects from frequently updated objects [44], [45], or by prioritizing image areas that attract user attention [46], [47]. Rollback-free value prediction [48], Potluck [49], AxGames [50], and PATU [51] apply approximate computing techniques to image elements that do not significantly affect UX.…”
Section: Related Workmentioning
confidence: 99%