Although many sophisticated solutions have been proposed to reduce the geom
etry complexity of a 3D mesh, few of these take into account color and text
ure fields, which are fundamental for a visual appearance of high duality.
We propose here an innovative solution which combines the concept of hierar
chy in refining a mesh with color attributes with mesh regularization. It o
perates subdividing recursively the faces of a 3D mesh, which was previousl
y simplified according to geometrical criteria only. New vertices are intro
duced by splitting a face until a maximum color error is achieved. The erro
r is evaluated in CIE-L*u*v* iso-perceptual metric. Splitting is carried ou
t using a new strategy, which chooses between either binary or quaternary s
ubdivision schema, in order to achieve 3D mesh regularization. In this resp
ect our method improves other hierarchical subdivision techniques (applied
for example to radiosity and height fields). If the unsimplified version of
the mesh is available, the procedure positions the new vertices on this me
sh, decreasing, the topological error besides the color one. The method pre
sented here is quite general and allows to create models of high pictorial
quality ( approximate to 20,000 faces), which can be manipulated in real-ti
me on machines with no hardware accelerator for texture mapping. Main stren
gth of the method is locality, which allows very fast operations as well as
the possibility of local refinements. Results show how, at the expense of
few more polygons, the final appearance of the model can be greatly improve
d in a very short time. The produced models are suitable to progressive tra
nsmission: first a light mesh can be transmitted with its per-vertex colors
, then, in a second stage, the position and color value of the vertices add
ed in the refinement stage can be sent to improve the pictorial appearance.
(C) 2001 Elsevier Science Ltd. All rights reserved.