Simplifying Textured Triangle Meshes in the Wild
Hsueh-Ti Derek Liu, Xiaoting Zhang, Cem Yuksel
TL;DR
The paper tackles textured mesh simplification for wild, non-manifold, multi-component meshes, reproaching the limitations of classic quadrics when inputs deviate from manifold topology. It introduces a topology-varying decimation framework that operates on a simplicial 2-complex $M=(V,E,F)$ by collapsing $1$-simplices, using a memory edge quadric augmented by a memoryless area quadric and a Čech-inspired construction of virtual edges to connect components. To manage textures, it abandons UV-boundary preservation in favor of a successive mapping $T: ext{M}^c ightarrow ext{M}^0$ that bakes textures through successive closest-point projections, effectively reducing texture bleeding. The result is a robust textured mesh simplification system that offers high visual fidelity on wild inputs while preserving strong performance on manifold inputs, as demonstrated by qualitative, quantitative, and user-study evaluations. The approach advances practical geometry processing by enabling fast, texture-safe simplification of arbitrary triangle meshes suitable for real-time rendering and interactive applications.
Abstract
This 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 typically contain non-manifold elements and multiple connected components. 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 collectively. Building on the success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs). Our approach employs a modified quadric error that converges to the original quadric error metric for watertight manifold meshes, while significantly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we adopt a novel perspective which focuses on computing mesh correspondences throughout the decimation, independent of the UV layout. This combination yields a textured mesh simplification system that is capable of handling arbitrary triangle meshes, achieving to high-quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common problems in textured mesh simplification, including the prevalent problem of texture bleeding. We extensively evaluate our method on multiple datasets, showing improvements over prior techniques through qualitative, quantitative, and user study evaluations.
