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dc.contributor.authorTarini, Marcoen_US
dc.contributor.authorPietroni, Nicoen_US
dc.contributor.authorCignoni, Paoloen_US
dc.contributor.authorPanozzo, Danieleen_US
dc.contributor.authorPuppo, Enricoen_US
dc.date.accessioned2015-02-23T16:40:50Z
dc.date.available2015-02-23T16:40:50Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01610.xen_US
dc.description.abstractIn this paper we present an innovative approach to incremental quad mesh simplification, i.e. the task of producing a low complexity quad mesh starting from a high complexity one. The process is based on a novel set of strictly local operations which preserve quad structure. We show how good tessellation quality (e.g. in terms of vertex valencies) can be achieved by pursuing uniform length and canonical proportions of edges and diagonals. The decimation process is interleaved with smoothing in tangent space. The latter strongly contributes to identify a suitable sequence of local modification operations. The method is naturally extended to manage preservation of feature lines (e.g. creases) and varying (e.g. adaptive) tessellation densities. We also present an original Triangle-to-Quad conversion algorithm that behaves well in terms of geometrical complexity and tessellation quality, which we use to obtain the initial quad mesh from a given triangle mesh.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titlePractical quad mesh simplificationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01610.xen_US
dc.identifier.pages407-418en_US


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