Fast Algorithm for Triangular Mesh Simplification Based on Vertex Decimation

  • Martin Franc
  • Vaclav Skala
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 2330)


A common task in computer graphics is the visualisation of models of real world objects. These models are very large and complex and their surfaces are usually represented by triangular meshes. The surface of complex model can contain thousands or even million of triangles. Because we want fast and interactive manipulation with these models, we need either to improve our graphics hardware or to find a method how to reduce the number of triangles in the mesh, e.g. mesh simplification. In this paper we will present a fast algorithm for triangular mesh reduction based on the principle of vertex decimation.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2002

Authors and Affiliations

  • Martin Franc
    • 1
  • Vaclav Skala
    • 1
  1. 1.Department of Computer Science and EngineeringUniversity of West BohemiaPilsenCzech Republic

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