We present a new algorithm for appearance-preserving simplification. Not only does it generate a low-polygon-count approximation of a model, but it also preserves the appearance. This is accomplished for a particular display resolution in the sense that we properly sample the surface position, curvature, and color attributes of the input surface. We convert the input surface to a representation that decouples the sampling of these three attributes, storing the colors and normals in texture and normal maps, respectively. Our simplification algorithm employs a new texture deviation metric, which guarantees that these maps shift by no more than a user-specified number of pixels on the screen. The simplification process filters the surface position, while the runtime system filters the colors and normals on a per-pixel basis. We have applied our simplification technique to several large models achieving significant amounts of simplification with little or no loss in rendering quality.
Cohen et al. REF developed an algorithm based on a texture deviation metric that samples the vertex position, normal and color attributes of the original mesh and then converts them to normal and texture maps.
Appearance-preserving simplification
SIGGRAPH '98
Computer Science