|Title||Constructing Hierarchies for Triangle Meshes
|in||IEEE Transactions on Visualization and Computer Graphics|
Tran S. Gieng, Bernd Hamann, Ken Joy, Greg Schussman, Isaac J. Trotts |
|Keyword(s)||Mesh simplification, triangle meshes, level-of-detail representation, shape approximation, multiresolution.|
We present a method to produce a hierarchy of triangle meshes that can be used to blend different levels of detail in a smooth fashion. The algorithm produces a sequence of meshes 00, 01, 02, ..., 0n, where each mesh 0i can be transformed to mesh 0i+1 through a set of triangle-collapse operations. For each triangle, a function is generated that approximates the underlying
surface in the area of the triangle, and this function serves as a basis for assigning a weight to the triangle in the ordering operation and for supplying the points to which the triangles are collapsed. The algorithm produces a limited number of intermediate meshes by selecting, at each step, a number of triangles that can be collapsed simultaneously. This technique allows us to view a triangulated surface model at varying levels of detail while insuring that the simplified mesh approximates the original surface well.