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Decimation of Triangular Meshes

Studied and presented on the following decimation algorithms :

Decimation of triangular Meshes : Schroeder et al. (SIGGRAPH'92)
Progrssive Meshes : Hughes Hoppe (Microsoft Research)
Multiresolution Analysis of Arbitary Meshes : Eck, Hoppe et al.(SIGGRAPH'95)

The mesh implmentation is based on a hierarchical structure as presented in Schroeder's paper. I immplemented and tested the decimation algorithm as specified in the paper, and plan to extend the triangulation algorithm to include material attributes.

The Presentation

   On Schroeder's decimation algorithm
    Introduction to Hoppe's Progressive Meshes

The source code

An Example Mesh

This illustrates the basics of decimation. A flat 2D mesh of 162 triangles is reduced to 16 triangles, keeping relatively higher error thresholds.

full_mesh162.gif (4935 bytes)

Original wireframe

deci_mesh16.gif (2933 bytes)

Decimated Mesh

Some Select Results

A plot of the function : z=sin(x*x + y*y)

Original Mesh : 3600 vertices, 6962 triangles

Gourard Shading

Wireframe

dip_smooth_100.gif (22271 bytes)

Original Mesh

dip_wire_100.gif (32254 bytes)

Original Mesh

dip_smooth_80.gif (22286 bytes)

20% reduction (5568 triangles)

dip_wire_80.gif (30767 bytes)

20% reduction

dip_smooth_60.gif (21604 bytes)

40% reduction (3555 triangles)

dip_wire_60.gif (28757 bytes)

40 % reduction (note more reduction of flatter areas)

dip_smooth_29.gif (26431 bytes)

71% reduction (2015 triangles)

dip_wire_29.gif (23842 bytes)

71% reduction (note the fan at the outer membranes)

(Equation and image grabbing courtesy : Anshul Sood)

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