• DocumentCode
    3409099
  • Title

    Parallel triangular mesh decimation without sorting

  • Author

    Franc, Marko ; Skala, Václav

  • Author_Institution
    Dept. of Comput. Sci. and Eng., Univ. of West Bohemia, Plzen, Czech Republic
  • fYear
    2001
  • fDate
    2001
  • Firstpage
    22
  • Lastpage
    29
  • Abstract
    The common task in computer graphics is to visualise models of real world objects. These models are often represented by a triangular mesh, which can be very large and complex (thousands or a million triangles). Since we want a fast and interactive manipulation with the models, we need either to improve our graphics hardware or to find any method for reducing the number of triangles in the mesh. We present a fast algorithm for triangular mesh reduction based on the principle of mesh decimation. We present an efficient and stable algorithm for triangular mesh simplification in a parallel environment. We use a method based on vertex decimation and our original super independent set of vertices to avoid critical sections
  • Keywords
    computational geometry; data structures; data visualisation; interactive systems; mesh generation; parallel programming; computer graphics; critical sections; fast algorithm; fast interactive manipulation; graphics hardware; parallel environment; parallel triangular mesh decimation; real world object visualisation; stable algorithm; super independent vertices; triangular mesh reduction; triangular mesh simplification; vertex decimation; Application software; Approximation algorithms; Computer graphics; Computer science; Computer vision; Iterative algorithms; Reconstruction algorithms; Sorting; Surface reconstruction; Visualization;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Graphics, Spring Conference on, 2001.
  • Conference_Location
    Budmerice
  • Print_ISBN
    0-7695-1215-1
  • Type

    conf

  • DOI
    10.1109/SCCG.2001.945333
  • Filename
    945333