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Mesh Simplification Using Hybrid Saliency

机译:使用混合显着性简化网格

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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:这项研究提出了一种与视图无关的显着性模型,该模型考虑了颜色信息和几何信息的影响。所提出的方法可以通过丢弃低关注度的位置而保护高关注度的位置来简化网格。近年来,多平台游戏内容正在成为CG游戏领域的一种趋势。开发这样的游戏内容的问题之一是平台之间的处理性能的差异。在高性能处理平台上流畅运行的内容可能无法在较低性能平台上流畅运行。可以通过简化网格来解决此问题,简化网格可以减少网格中多边形的数量,同时尽可能保留整体形状,体积和边界。较少的多边形需要较少的处理性能,并且即使在处理性能较低的平台上,简化的网格也可以平滑处理。所提出的方法在三个步骤中简化了网格。首先,为简化起见,它采用了三角形的多边形网格作为输入。然后,它为输入网格的每个顶点计算与视图无关的混合显着性。根据曲率,网格显着性,多视图图像显着性的最大值,最小值和平均值来评估混合显着性。最后,它通过删除低混合显着性顶点来简化输入网格。实验表明,提出的方法比现有方法产生更好的结果。

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