Related papers: Simplifying Textured Triangle Meshes in the Wild
This paper describes a method for fast simplification of surface meshes. Whereas past methods focus on visual appearance, our goal is to solve equations on the surface. Hence, rather than approximate the extrinsic geometry, we construct a…
Reducing the triangle count in complex 3D models is a basic geometry preprocessing step in graphics pipelines such as efficient rendering and interactive editing. However, most existing mesh simplification methods exhibit a few issues.…
The rapid growth of 3D content from modern reconstruction and generative pipelines, such as neural rendering and large-scale 3D asset generation, has led to an abundance of dense, noisy, and often non-manifold meshes. While these…
Evolution of 3D graphics and graphical worlds has brought issues like content optimization, real-time processing, rendering, and shared storage limitation under consideration. Generally, different simplification approaches are used to make…
This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D models with high quality RGB textures. This is achieved through (i) creating model textures using images from an HD RGB camera that is…
Mesh simplification is the process of reducing the number of vertices, edges and triangles in a three-dimensional (3D) mesh while preserving the overall shape and salient features of the mesh. A popular strategy for this is edge collapse,…
We present a suite of techniques for jointly optimizing triangle meshes and shading models to match the appearance of reference scenes. This capability has a number of uses, including appearance-preserving simplification of extremely…
Mesh reduction using quadric error metrics is the industry standard for producing level-of-detail (LOD) geometry for meshes. Although industry tools produce visually excellent LODs, mesh topology is often ruined during decimation. This is…
High-order quadrilateral meshes offer superior accuracy and computational efficiency in numerical simulations. However, existing methods struggle to simultaneously preserve boundary/interface features, ensure high quality, and achieve…
Pattern analysis is a wide domain that has wide applicability in many fields. In fact, texture analysis is one of those fields, since the texture is defined as a set of repetitive or quasi-repetitive patterns. Despite its importance in…
In mesh simplification, common requirements like accuracy, triangle quality, and feature alignment are often considered as a trade-off. Existing algorithms concentrate on just one or a few specific aspects of these requirements. For…
Triangulated meshes have become ubiquitous discrete-surface representations. In this paper we address the problem of how to maintain the manifold properties of a surface while it undergoes strong deformations that may cause topological…
Textured meshes significantly enhance the realism and detail of objects by mapping intricate texture details onto the geometric structure of 3D models. This advancement is valuable across various applications, including entertainment,…
Meshes are commonly used as 3D maps since they encode the topology of the scene while being lightweight. Unfortunately, 3D meshes are mathematically difficult to handle directly because of their combinatorial and discrete nature. Therefore,…
Learning on triangle meshes has recently proven to be instrumental to a myriad of tasks, from shape classification, to segmentation, to deformation and animation, to mention just a few. While some of these applications are tackled through…
A fundamental problem in the texturing of 3D meshes using pre-trained text-to-image models is to ensure multi-view consistency. State-of-the-art approaches typically use diffusion models to aggregate multi-view inputs, where common issues…
We present a computational approach for unfolding 3D shapes isometrically into the plane as a single patch without overlapping triangles. This is a hard, sometimes impossible, problem, which existing methods are forced to soften by allowing…
Simplifying complex 3D meshes is a crucial step in robotics applications to enable efficient motion planning and physics simulation. Common methods, such as approximate convex decomposition, represent a mesh as a collection of simple parts,…
Volume approximation is an important problem found in many applications of computer graphics, vision, and image processing. The problem is about computing an accurate and compact approximate representation of 3D volumes using some simple…
This paper presents a novel simplification method for removing vertices from an intrinsic triangulation corresponding to extrinsic vertices lying on near-developable (i.e., with limited Gaussian curvature) and general surfaces. We greedily…