Proceedings of the 1997 Symposium on Interactive 3D Graphics - SI3D '97 1997
DOI: 10.1145/253284.253310
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Model simplification using vertex-clustering

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Cited by 142 publications
(65 citation statements)
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“…Figures 2b-d show several simplifications of the dragon model. We here compare our vertex positioning scheme based on quadrics against 1) using the mean of a cluster's vertices and 2) the vertex grading scheme of Rossignac and Borrel that chooses the most important vertex, and which has been improved using the technique in [9]. Fine details near the jaws, neck, and hind leg are washed out by the vertex averaging scheme, and the ridge along the back has lost its sharpness.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Figures 2b-d show several simplifications of the dragon model. We here compare our vertex positioning scheme based on quadrics against 1) using the mean of a cluster's vertices and 2) the vertex grading scheme of Rossignac and Borrel that chooses the most important vertex, and which has been improved using the technique in [9]. Fine details near the jaws, neck, and hind leg are washed out by the vertex averaging scheme, and the ridge along the back has lost its sharpness.…”
Section: Resultsmentioning
confidence: 99%
“…Recognizing that Rossignac and Borrel's method is sensitive to translation of the underlying grid, Low and Tan devised a method that uses "floating cells" constructed by sorting the vertices on their importance, and then iteratively letting the most important vertex be the center of a new cluster that absorbs all vertices within an arbitrarily shaped cell volume [9]. While providing higher quality results, one drawback of this approach is that it requires sorting the vertices, which is generally an O(n log n) procedure, compared to the O(n) running time for Rossignac and Borrel's original scheme.…”
Section: Previous Workmentioning
confidence: 99%
“…There are now extensive papers on the approximation of dense polygonal meshes by coarser meshes that preserve surface detail. These methods can be roughly divided into five categories: vertex decimation [1,4,33], vertex clustering [24,29], region merging [8,19,27], subdivision meshes [6,13,23,21], and iterative edge contraction [2,3,9,10,11,12,15,16,17,18,28,32]. A complete review of the methods has been given in [7,25].…”
Section: Related Workmentioning
confidence: 99%
“…The work in [12] shows how linear ordering of triangles can be used not only for efficient interactive rendering, but also for mesh simplification and compression. Using cones of normals for a cluster of geometric primitives is common to several papers, like [25,23], which uses them for mesh simplification through vertex clustering.…”
Section: Related Workmentioning
confidence: 99%