© last updated January 2005

CMPUT604 Course Project (CMPUT 414 Optional Course Project)
3D Mesh Simplification/Refinement and Triangulation


In computer graphics, the geometry of 3D object is approximated by using 3D points (vertices). It is easy to see that when fitting a curve, the smoothness and thus accuracy increases as the number of vertices increases. These vertices are then triangulated to generate a mesh. However, the display of high resolution mesh is often constrained due to limited resources, such as bandwidth, time, hardware capacity, and others. Levels-of-detail (LOD) is a computer graphics technique commonly used to allow applications to select meshes of different resolutions. Many algorithms have been developed in the last decade and a few are included in the List of Papers Section. The purpose of this project is to give students a general knowledge of these algorithms, based on which further research into 3D graphics can be built upon.

Example of a head model displayed from fine to coarse (left to right)


Number of vertices are: 1872, 1187, 1128, 1048, 887 and 676.
Note that the face features diminish gradually from fine to coarse.

Timetable:

A special lecture on mesh simplification/Refinement and triangulation will be arranged.

Completion date Project %
Complete paper review and sign-up a simplification algorithm January 31 (Mon)
Implementation I submission and demo (10 minutes) February 28 (Mon) 25%
Implementation II submission and demo (10 minutes) March 31 (Thu) 45%
Presentation (15 minutes) April 4 (Mon)10%
Report submission (not more than 4 pages) April 11 (Mon) 20%

Guideline:

Note:
  1. Scores will be based on clarity and correctness of implementation, difficulty of the algorithms, and innovative ideas.
  2. Student can borrow code in the public domain, but SHOULD BE CLEARLY STATED SO IN THE IMPLEMENTATION AND PROJECT REPORT.

List of Papers:

  1. W. Schroeder, J. Zarge and W. Lorensen, "Decimation of triangle meshes", Proc. Siggraph 1992 pdf
  2. P. Hinker and C. Hansen, "Geometric optimization," Proc. Visualization 1993 pdf
  3. T. He, Li Hong, A. Kaufman, A. Varshney and S. Wang, "Voxel based object simplification," IEEE Int'l Conf. on Visualization 1995 pdf
  4. J. Cohen, A. Varshney, D. Manocha, G. Turk and H. Weber, "Simplification envelopes", Proc. Siggraph 1996 pdf
  5. H. Hoppe, "Progressive meshes" Proc. SIGGRAPH 1996 pdf
  6. M. Garland and P. Heckbert, "Simplification using quadric error metrics," Proc. Siggraph 1997 pdf
  7. K-L. Low and T. S. Tan, "Model simplification using vertex clustering," Proc. 1997 Symp. Interactive 3D Graphics pdf

(Optional) Further Reading:

  1. P. S. Heckbert, M. Garland, "Survey of polygonal surface simplification algorithms", Multiresolution Surface Modeling Course SIGGRAH 1997 pdf
  2. D. P. Luebke, "A Developer's survey of polygonal simplification algorithms", IEEE Computer Graphics and Applications, May/June pdf
  3. J. Foley, A. Dam, S. Feiner and J. Hughes, "Computer Graphics Principles and Practice 2nd Edition", Addison-Wesley.
  4. M. Berg, M. Kreveld, M. Overmars and O. Schwarzkopf, "Computational Geometry Algorithms and Applications 2nd Edition", Springer.