View-dependent triangle mesh simplification using GPU-accelerated vertex removal
Date issued
2016
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
We present an approach to view-dependent triangle mesh simplification based on vertex removal, which focuses
on allowing the execution of a large number of operations in parallel. The individual vertex removal operations are
designed to be applied without any need for communication or synchronisation between operations, thus allowing
an efficient implementation on modern GPUs to reduce the computation time for the coarse mesh.
Since we cannot compute the entire simplification in a single step and have to perform several iterations of parallel
vertex removal, we aim to maximize the number of vertices removed from the mesh in each iteration to efficiently
use the available hardware and reduce the number of necessary iterations. The removal operation is based on the
half edge collapse and avoids mesh foldovers and topological inconsistencies at each step.
Description
Subject(s)
zjednodušení oka, úroveň detailu, zhroucení poloviny okraje, počítačová grafika, zjednodušení podle zobrazení, vykreslování v reálném čase
Citation
WSCG '2016: short communications proceedings: The 24th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2016 in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech RepublicMay 30 - June 3 2016, p. 51-58.