What exactly would be the use case for mesh simplification other than reducing the resolution of the particular image/object. For mipmap levels, we take the linear interpolation of two levels to gain a better understanding of the color at a particular point; is there some sort of similar action that can be used to mesh simplification?
aliceshan
From what I understand, reducing the resolution of the object is still the biggest reason for mesh simplification. However, the purpose is not always to make the size smaller and be able to fit for more restrictive hardware. I think this is also used to sometimes reduce the size of oversampled models which don't actually need so many triangles (e.g. flat surfaces).
rahulmalayappan
Downsampling in a more regular fashion is quite a difficult task; some methods are based on generating quadrilaterals to cover the input mesh, and these include methods based on calculating vector fields on the surface, or parameterizing the surface in two variables (u,v) so that the lines of constant u and v intersect to form quadrilaterals.
What exactly would be the use case for mesh simplification other than reducing the resolution of the particular image/object. For mipmap levels, we take the linear interpolation of two levels to gain a better understanding of the color at a particular point; is there some sort of similar action that can be used to mesh simplification?
From what I understand, reducing the resolution of the object is still the biggest reason for mesh simplification. However, the purpose is not always to make the size smaller and be able to fit for more restrictive hardware. I think this is also used to sometimes reduce the size of oversampled models which don't actually need so many triangles (e.g. flat surfaces).
Downsampling in a more regular fashion is quite a difficult task; some methods are based on generating quadrilaterals to cover the input mesh, and these include methods based on calculating vector fields on the surface, or parameterizing the surface in two variables (u,v) so that the lines of constant u and v intersect to form quadrilaterals.