Dynamic Progressive Triangle-Quadrilateral Meshes
Date issued
2006
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
We present an extension of the original progressive mesh algorithm for large dynamic meshes that contain a mix
of triangle and quadrilateral elements. The demand for this extension comes from the visualisation of dynamic
finite element simulations, such as car crashes or metal sheet punch operations. These methods use meshes,
which consist mainly of quadrilaterals, due to their increased numerical stability during the simulation.
Furthermore, these meshes have a dynamic geometry with about 25 to 100 animation steps. Accordingly, we
extend the original progressive mesh algorithm in two aspects: First, the edge collapse operation is extended for
meshes with a mixture of triangle and quadrilateral elements. Second, we present an algorithm on how to extend
quadric error metrics for the simplification of large dynamic meshes with many animation steps. The results are
dynamic progressive triangle-quadrilateral meshes – a progressive multi-resolution mesh structure that has two
interactive degrees of freedom: simulation time and mesh resolution. We show that our method works on meshes
with up to one million vertices and 25 animation steps. We measure the approximation error and compare the
results to other algorithms.
Description
Subject(s)
progresivní mřížky, míra detailu, simulace nárazu, animace, čtyřúhelníky
Citation
WSCG '2006: Short Papers Proceedings: The 14-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006: University of West Bohemia, Plzen, Czech Republic, January 31 - February 2, 2006, p. 61-68.