Texture Based Adaptive multiresolution of triangle mesh

Authors

Abstract

Abstract

Usually, 3D models are composed by thousands of polygons. Some times, those representations can be obtained with the same visual quality but with a smaller number of polygons. In this paper, we present a method that reduces the size of 3D textured images based on triangular meshes, keeping the visual quality of the model. We introduced a texture criterion that controls the triangle decimation process. We used a polygonal algorithm of decimation that permits the structured point elimination without carrying out a new triangulation on the point cloud. In order to determine which points must to be removed, we used a 2D Sobel filter on the texture. We show that the algorithm can be used for reducing the load, rendering, transfer and storage times of 3D textured images.

Author Biographies

  • Alexánder Ceballos, National University of Colombia
    Ingeniero Electrónico, Universidad Nacional de Colombia, Sede Manizales y miembro del Grupo de investigación en Percepción y Control Inteligente.
  • Jorge Hernández, National University of Colombia
    Magister en Ingeniería - Automatización Industrial, Universidad Nacional de Colombia, Sede Manizales.
  • Flavio Prieto, National University of Colombia
    Profesor del Departamento de Ingeniería Eléctrica, Electrónica y Computación, Universidad Nacional de Colombia, Sede Manizales.

Issue

Section

Articles

How to Cite

[1]
“Texture Based Adaptive multiresolution of triangle mesh”, Ing. y Des., vol. 22, no. 22, pp. 68–84, Aug. 2011, Accessed: Oct. 23, 2026. Available: https://rcientificas.uninorte.edu.co/ingenieria/article/view/2103