Abstract: The common task in computer graphics is to visualize models of real world objects. These models are often represented by triangular mesh, which can be very large and complex (thousands or million triangles). Since we want fast and interactive manipulation with the models, we need either to improve our graphics hardware or to find any method for reducing number of triangles in the mesh. We present here a fast algorithm for triangular mesh reduction based on the principle of mesh decimation. We present an efficient and stable algorithm for triangular mesh simplification in parallel environment. We use a method based on vertex decimation and our original super independent set of vertices to avoid critical sections.
['Martin Franc', 'Vaclav Skala']
Parallel Triangular Mesh Decimation without Sorting