Triangular mesh simplification method based on vertex classification and vertex importance

被引:0
|
作者
Ning, Shurong [1 ]
Han, Lin [1 ]
Zhu, Yuan [1 ]
机构
[1] School of Computer and Communication Engineer, University of Science and Technology Beijing, Beijing 100083, China
来源
关键词
Information systems - Computer graphics;
D O I
10.12733/jics20102197
中图分类号
学科分类号
摘要
In this paper, it regards solving the conflict between the complexity of the scene and the rendering speed as a starting point, using the vertex culling as a basic triangular mesh simplification method, simplifying the mesh based on the vertex classification strategy and the vertex importance strategy. At the same time taking into account the processing of the empty hole formatting after simplification. Implementation results show that: in this paper, the proposed simplified method can solve the conflict between scene complexity requirements and drawing speed efficiently and reduce the levels of description details without losing the sense of reality. © 2013 Binary Information Press.
引用
收藏
页码:4911 / 4916
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