Proceedings Visualization '98 (Cat. No.98CB36276)
DOI: 10.1109/visual.1998.745312
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Simplifying surfaces with color and texture using quadric error metrics

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Cited by 289 publications
(300 citation statements)
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“…Interactive performance can be achieved for very large scenes on an NVIDIA GeForce 6800 GT (see Figure 1). Mesh levels of detail are produced using mesh simplification with additional vertex attributes [Garland and Heckbert 1998] for skinning weights, displacement corrections, PRT coefficients, etc. (see Figure 14).…”
Section: Resultsmentioning
confidence: 99%
“…Interactive performance can be achieved for very large scenes on an NVIDIA GeForce 6800 GT (see Figure 1). Mesh levels of detail are produced using mesh simplification with additional vertex attributes [Garland and Heckbert 1998] for skinning weights, displacement corrections, PRT coefficients, etc. (see Figure 14).…”
Section: Resultsmentioning
confidence: 99%
“…The mesh adaptivity is determined during a top-down octree construction. Each sign change edge is shared by either four (uniform case) or three (adaptive case) cells, and one minimizer point is calculated for each of them by minimizing a predefined Quadratic Error Function (QEF) [19]: (13) where p i , n i represent the position and unit normal vectors of the intersection point respectively.…”
Section: Triangular Meshingmentioning
confidence: 99%
“…Early work on the simplification of polygonal models was focused on reducing the complexity of geometry alone [1,2], while later work also considered additional attributes such as colors, normals, and texture coordinates [3,4]. The first progressive encoding [5] allowed for a model's full resolution to be progressively reconstructed.…”
Section: Related Workmentioning
confidence: 99%