Computer graphics applications routinely generate geometric models consisting of large numbers of triangles. We present an algorithm that significantly reduces the number of triangles required to model a physical or abatract object. The algorithm makes multiple passea over an existing triangle mesh, using local geometry and topology to remove vertices that pas a distance or angle criterion. The holes left by the vertex removal are patched using a local triangulation proeeas. The decimation algorithm has been implemented in a general scientific visualization system as a general network filter. Examples from volume modeling and terrain modeling illustrate the results of the decimation algorithm.
Schroeder et al. REF have developed an algorithm that simplifies the mesh by removing vertices.
Decimation of triangle meshes
SIGGRAPH '92
Computer Science