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
Link To Document