Quadric-Based Polygonal Surface Simplification =============================================== Michael Garland Carnegie-Mellon University 2:00 -- 3:00pm February 22 CS Seminar Room Many applications in computer graphics and related fields can benefit from automatic simplification of complex polygonal surface models. For example, surface reconstruction algorithms often produce very densely over-sampled meshes. Due to limited hardware capacity, systems such as flight simulators, computer games, and distributed virtual environments must often maintain strict control over the level of detail used in surface models. In all these applications, automatic surface simplification is a valuable tool for managing data complexity. In this talk, I will present my simplification algorithm, based on iterative vertex pair contraction. This technique provides an effective compromise between the fastest algorithms, which often produce poor quality results, and the highest-quality algorithms, which are generally very slow. For example, a 1000 triangle approximation of a model containing 100,000 triangles can be produced in about 10 seconds on a PentiumPro 200. Both manifold and non-manifold surfaces are supported, and the topology of the model can be simplified as well. The foundation of my simplification algorithm, is a quadric error metric which provides a useful and economical characterization of local surface shape. A generalized form of this metric can accommodate surfaces with material properties, such as RGB color or texture coordinates. I have also proven a direct mathematical connection between the quadric error metric and surface curvature. In addition to producing single approximations, my algorithm may be used to generate multiresolution representations such as progressive meshes and vertex hierarchies for view-dependent refinement. I have also developed a dual version of the algorithm which can produce a hierarchy of surface regions that is an effective multiresolution representation for other applications such as radiosity. More details, the relevant papers, and my experimental software can be found at . accommodate surfaces with material properties, such as RGB color or texture coordinates. I have also proven a direct mathematical connection between the quadric error metric and surface curvature. In addition to producing single approximations, my algorithm may be used to generate multiresolution representations such as progressive meshes and vertex hierarchies for view-dependent refinement. I have also developed a dual version of the algorithm which can produce a hierarchy of surface regions that is an effective multiresolution representation for other applications such as radiosity. More details, the relevant papers, and my experimental software can be found at .