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An improved PM of 3D textured model for mobile device

机译:用于移动设备的3D纹理模型的改进PM

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This paper presents a new progressive mesh simplified algorithm for triangle textured meshes.We use smallest dihedral and shortest edge principle to preserve geometry boundary and RGB value difference method to keep texture boundary.Our method did better in preserving visual important area of the original mesh than some traditional methods like quadratic error metrics.The way of measuring texture distortion we use the maximum value of median line deflection angles among the adjacent area of the collapsing edge.This method was much easier to achieve and also has less computation.Preliminary experimental results show that the algorithm performs well.
机译:本文提出了一种用于三角形纹理网格的新的渐进网格简化算法,我们采用最小二面角和最短边原理来保留几何边界,并使用RGB值差法来保留纹理边界。一些传统的方法,例如二次误差度量,在测量纹理变形的方法中,我们使用了折叠边缘相邻区域之间的中线偏转角的最大值,该方法更容易实现且计算量也较小,初步实验结果表明该算法表现良好。

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