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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

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13. Experimental Analysis of Qem Based Mesh Simplification Techniques

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13.   Experimental Analysis of Qem Based Mesh Simplification Techniques

Murat Kurt

International Computer Institute Ege University İzmir, Turkey murat.kurt@ege.edu.tr

Abstract—In this research study, effects of mesh simplification on visual quality are examined by using quadric edge collapse decimation method. In this context, we analyze simplifications of various objects by investigating the Peak Signal-to-Noise Ratio (PSNR) values, difference images, and compression ratios. Experiments are performed in MeshLab environment and it is shown that when model is chosen as complex, simplification error between reference and simplified models increases much more in comparison with simpler models. At the same time, if we use high compression ratio, higher simplification error is reached. It could be concluded that compression ratio affects the error linearly.

Keywords—mesh simplification; quadric error metrics; QEM; visual quality analysis; quadric edge collapse decimation

I. Introduction

Various applications in computer graphics need complex and detailed models for providing reality. For this reason, models are captured with high resolution but complexity of the model causes an increase in the computational cost. To solve this issue, producing simpler forms of such models has gained great importance. In this target, studies [1, 2, 3, 4] such as surface simplification and multiresolution modeling, which are creating the models with sufficient levels of details for rendering applications, have achieved popularity. Those studies are interested in simplifying surfaces by taking the polygonal model as input and obtaining a simplified model in the end....

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