TY - JOUR
T1 - Feature-preserved progressive texture-mesh in digital museum
AU - Shen, Xukun
AU - Zhao, Xuewei
AU - Zhao, Qinping
PY - 2007/7
Y1 - 2007/7
N2 - In practice, feature information such as colors, textures, surface normals, etc. is necessary to. represent 3D models besides geometry and topology information of triangle meshes. However, with the rapid improvement of 3D capture equipments, the accuracy of 3D models increases and results in the large volume of 3D data. Most traditional methods could not deal with the feature of mesh models such as boundary edges and textures during simplification. So, in order to decrease the data volume of 3D textured models in digital museum and retain significant feature synchronously, a new algorithm of texture-mesh based on triangle collapse is presented. By the concept of geometry and texture boundary, the original meshes are divided to boundary, corner, interior or colory triangles according to different boundary conditions. In this way, the quadric and error criterion is improved, and constraint strategies are adopted to preserve the feature of geometry boundaries and texture attributes during the simplification process. In addition, a method combining octree-based compression with progressive meshes is given to provide a continuous multi-resolution representation of 3D models. The proposed method is successfully applied to progressive transmission and presentation system of 3D models over the Internet.
AB - In practice, feature information such as colors, textures, surface normals, etc. is necessary to. represent 3D models besides geometry and topology information of triangle meshes. However, with the rapid improvement of 3D capture equipments, the accuracy of 3D models increases and results in the large volume of 3D data. Most traditional methods could not deal with the feature of mesh models such as boundary edges and textures during simplification. So, in order to decrease the data volume of 3D textured models in digital museum and retain significant feature synchronously, a new algorithm of texture-mesh based on triangle collapse is presented. By the concept of geometry and texture boundary, the original meshes are divided to boundary, corner, interior or colory triangles according to different boundary conditions. In this way, the quadric and error criterion is improved, and constraint strategies are adopted to preserve the feature of geometry boundaries and texture attributes during the simplification process. In addition, a method combining octree-based compression with progressive meshes is given to provide a continuous multi-resolution representation of 3D models. The proposed method is successfully applied to progressive transmission and presentation system of 3D models over the Internet.
KW - 3D model
KW - Boundary
KW - Digital museum
KW - Mesh simplification
KW - Octree
KW - Progressive meshe
KW - Texture
UR - https://www.scopus.com/pages/publications/34548656506
U2 - 10.1360/crad20070702
DO - 10.1360/crad20070702
M3 - 文章
AN - SCOPUS:34548656506
SN - 1000-1239
VL - 44
SP - 1097
EP - 1104
JO - Jisuanji Yanjiu yu Fazhan/Computer Research and Development
JF - Jisuanji Yanjiu yu Fazhan/Computer Research and Development
IS - 7
ER -