Presentation
Simplifying Textured Triangle Meshes in the Wild
SessionMesh Processing
DescriptionThis paper introduces a method for simplifying textured surface triangle meshes in the wild while maintaining high visual quality. While previous methods achieve excellent results on manifold meshes by using the quadric error metric, they struggle to produce high-quality outputs for meshes in the wild, which often contain non-manifold elements and multiple connected components. In this work, we begin by outlining the pitfalls of existing mesh simplification techniques and highlighting the discrepancy in their formulations with existing mesh data. In this work, we propose a method for simplifying these ``wild'' textured triangle meshes. We formulate mesh simplification as a problem of decimating simplicial 2-complexes to handle multiple non-manifold mesh components as a whole. Building on top of the huge success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs) with our modified quadric error that converges to the original quadric error metric for closed manifold meshes, while greatly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we take a novel perspective which focuses on computing mesh correspondences throughout the decimation, regardless of the UV layout. This combination leads to a textured mesh simplification system that can operate on arbitrary triangle meshes, leading to high quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common issues in textured mesh simplification, such as texture bleeding. We extensively evaluate our method on multiple mesh datasets, showing improvements over prior techniques through qualitative and quantitative evaluations, along with user studies.

Event Type
Technical Papers
TimeMonday, 15 December 20252:50pm - 3:00pm HKT
LocationMeeting Room S421, Level 4

