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Designing and Evaluating a Mesh Simplification Algorithm for Virtual Reality

delete2018-06-27
delete27
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OA
AI
K
Kanchan Bahirat *
C
Chengyuan Lai
R
Ryan P. McMahan
B
Balakrishnan Prabhakaran
DOI:10.1145/3209661delete
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摘要

摘要

En 中文
With the increasing accessibility of the mobile head-mounted displays (HMDs), mobile virtual reality (VR) systems are finding applications in various areas. However, mobile HMDs are highly constrained with limited graphics processing units (GPUs) and low processing power and onboard memory. Hence, VR developers must be cognizant of the number of polygons contained within their virtual environments to avoid rendering at low frame rates and inducing simulator sickness. The most robust and rapid approach to keeping the overall number of polygons low is to use mesh simplification algorithms to create low-poly versions of preexisting, high-poly models. Unfortunately, most existing mesh simplification algorithms cannot adequately handle meshes with lots of boundaries or nonmanifold meshes, which are common attributes of many 3D models. In this article, we present QEM(4)VR, a high-fidelity mesh simplification algorithm specifically designed for VR. This algorithm addresses the deficiencies of prior quadric error metric (QEM) approaches by leveraging the insight that the most relevant boundary edges lie along curvatures while linear boundary edges can be collapsed. Additionally, our algorithm preserves key surface properties, such as normals, texture coordinates, colors, and materials, as it preprocesses 3D models and generates their low-poly approximations offline. We evaluated the effectiveness of our QEM(4)VR algorithm by comparing its simplified-mesh results to those of prior QEM variations in terms of geometric approximation error, texture error, progressive approximation errors, frame rate impact, and perceptual quality measures. We found that QEM(4)VR consistently yielded simplified meshes with less geometric approximation error and texture error than the prior QEM variations. It afforded better frame rates than QEM variations with boundary preservation constraints that create unnecessary lower bounds on overall polygon count reduction. Our evaluation revealed that QEM(4)VR did not fair well in terms of existing perceptual distance measurements, but human-based inspections demonstrate that these algorithmic measurements are not suitable substitutes for actual human perception. In turn, we present a user-based methodology for evaluating the perceptual qualities of mesh simplification algorithms.
Keyword:
Mesh simplification
quadric error metric
virtual reality

期刊

ACM Transactions on Multimedia Computing Communications and Applications 封面图
ACM Transactions on Multimedia Computing Communications and Applications
IF:
6
论文数:
2.0K
被引数:
5.4K

机构

U
university of texas system
学者数:
18.5W
论文数: 15.6W
被引数: 210
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