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Mesh Simplification Using Hybrid Saliency

机译:使用混合显着性的网格简化

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This research presents a view-independent saliency model, which takes the effect of both color information and geometric information into account. The proposed method can simplify a mesh by dropping low-attention places while protecting the high-attention places. Multi-platform game contents are becoming a trend in the gaming field of CG in recent years. One of the problems in developing such game contents is the difference of the processing performance between the platforms. A content that runs smoothly on high processing-performance platform may not run smoothly on the lower-performance platforms. This problem can be solved by mesh simplification, which reduces the number of polygons in the mesh while preserving the overall shape, volume and boundaries as much as possible. Fewer polygons require less processing performance, and the simplified mesh can be processed smoothly even in low processing-performance platform. The proposed method simplifies a mesh in three steps. First, it takes a triangular polygonal mesh for simplification as input. Then, it calculates a view-independent hybrid saliency for each vertex of the input mesh. The hybrid saliency is evaluated from the curvature, the mesh saliency, the maximum, minimum, and average values of multiview image saliencies. Last, it simplifies the input mesh by dropping low hybrid saliency vertices. The experiments indicated that the proposed method yields a better result than existing methods.
机译:该研究介绍了一个独立于视野的显着模型,它考虑了颜色信息和几何信息的效果。所提出的方法可以通过在保护高度关注地点的同时降低低注意位置来简化网状物。多平台游戏内容近年来CG的游戏领域正在成为趋势。开发此类游戏内容中的一个问题是平台之间的处理性能的差异。在高处理性能平台上运行平稳地运行的内容可能无法在较低性能平台上顺利运行。该问题可以通过网格简化来解决,这减少了网格中的多边形的数量,同时尽可能多地保留整体形状,体积和边界。更少的多边形需要更少的处理性能,并且即使在低处理性能平台中也可以平稳地处理简化网格。所提出的方法三个步骤简化了网格。首先,它采用三角形多边形网格以简化为输入。然后,它计算输入网格的每个顶点的视图无关的混合显着性。从曲率,网格显着性,最大值,最小值和平均值评估混合显着性,Multiview Image Saliences的平均值。最后,它通过丢弃低混合效率顶点来简化输入网格。实验表明,该方法比现有方法产生更好的结果。

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