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CPU-GPU Algorithms for Triangular Surface Mesh Simplification

CPU-GPU Algorithms for Triangular Surface Mesh Simplification

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12 Suzanne M. Shontz and Dragos M. Nistor<strong>Simplification</strong> Percentage<strong>Simplification</strong> PercentageNaïve Marking Algorithm Inverse Reduction Algorithmiter # vertices # faces %v simp %f simp # vertices # faces %v simp %f simp0 863182 1726364 — — 863182 1726364 — —1 735345 1470688 14.8 14.8 779354 1558590 9.7 9.72 646764 1292036 25.1 25.2 704379 1408640 18.4 18.43 573431 1142601 33.6 33.8 639370 1276589 25.9 26.14 512166 1042650 40.7 39.6 581774 1161369 32.6 32.75 458718 952966 46.9 44.8 531048 1059586 38.5 38.66 412135 872794 52.3 49.4 486874 970716 43.6 43.87 371523 801356 57.0 53.6 446693 889413 48.3 48.58 336120 737405 61.1 57.3 410960 816781 52.4 52.79 305243 680268 64.6 60.6 379788 753007 56.0 56.410 278305 629188 67.8 63.6 351150 693992 59.3 59.8Table 6. The simplification percentage of the gargoyle mesh over multiple iterationsof the <strong>CPU</strong>-<strong>GPU</strong> naïve marking algorithm and the <strong>CPU</strong>-<strong>GPU</strong> inverse reductionalgorithm.too much loss of detail. This rein<strong>for</strong>ces the notion that larger meshes can besimplified more without seeing any visible effects.(a) Armadillo (b) Bunny (c) Gargoyle(d) Hand (e) Horse (f) KittenFig. 6. The resulting meshes after 10 iterations of the <strong>CPU</strong>-<strong>GPU</strong> naïve markingalgorithm.Tables 5 and 6 show the vertex and face simplification percentages as afunction of iteration in each mesh. Note that %v simp and %f simp represent

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