Paolo, may I ask how you determined the number of leaves in the model? The
.dae had a maximum of 2,766 triangles in one "node"
sorry for all the questions
imran
On Mon, Jul 21, 2008 at 6:10 AM, Paolo Cignoni <pao...@is...>wrote:
> skunkwerk wrote:
>
> thanks team,
> i did some more testing on the quadric-texture filter with border
> preservation enabled, on about 100 different models.
>
> 1) on some models (example file: www.akbars.net/20.zip) you simply can't
> reduce the model past a certain number of faces (in this case, 55,000) with
> border preservation on - the filter will run, but will stop after having
> reduced not all the way... is this intentional?
>
>
> in some sense yes.
> Preserving borders means that you do not change at all boundary edges, only
> the vertices not on the boundary will be considered for removal.
> If you model is compose mostly by borders it is quite evident that you will
> not simplify a lot.
> The fuselage of model 20 is mostly composed by non manifold faces, that are
> considered as border, so you will not simplify it a lot.
> The real issue is that for everitying holds the golden rule : rubbish in
> rubbish out.
>
> The plane model is a really trashy one, with a lot of geometric
> inconsistencies, modeling errors, non manifold faces etc...
> It will be really hard to get something good from it without a complete
> remeshing....
>
> 2) on some models (example file: www.akbars.net/27.zip) turning on border
> preservation results in the model turning into a blob (shape doesn't look at
> all the same), whereas with the same number of target faces, the regular
> quadric will keep the shape, though lose some faces - is it possible that
> the border isn't being preserved correctly with the quadric-texture filter?
>
>
> It is the correct behaviour. the shape that you get is the shape of an
> object where all the border vertices are preserved, and almost all the
> internal vertices have been deleted.
> If you flag border preservation and ask for a face number that is smaller
> of the number of faces on the boundary you have to cope with the fact that
> border are preserved (doh!)
>
> This model is junky as the previous one... one of the tree has approx 26k
> faces in the leaves. All the leaves has no internal vertex so, by
> definition, they cannot be simplified if you preserve the border....
>
> 3) is it possible that the lack of the 'preserve normals' option could be
> the cause of the different performance between the 2 filters? would it be
> possible to enable this feature for the quadric-texture filter?
>
>
> No. I do not think so.
>
> 4) is there any way to get an estimation of the "error" introduced by the
> reduction, so maybe you could try each filter and go with whichever one has
> the least error?
>
>
> Almost, in the sampling plugin you have a filter that measures the
> hausdorff distance between two meshes. that is probably the most used error
> measure in simplification.
>
> 5) i haven't seen a good explanation for what the "quality threshold"
> actually does... how does changing this value affect the reduction?
>
>
> in the standard quadric means that edge collapsed that generate faces with
> bad aspect ratio, will be penalized.
> In your case it did not matter a lot, these two meshes are incredibly
> horrible from a quality triangle point of view (a lot of very long skinny
> triangles, etc)
>
> 6) it seems like the 'border preservation' works best on models that are
> not separated into different pieces... is this likely to be true?
>
>
>
> obviously if you want border preservation in objects that are composed
> mostly by border vertices you do not simplify much.
>
> Final Note.
> Edge collapse based Simplification algorithms (all of them!) works well in
> the case of mesh composed by a large number of triangles uniformly
> distributed over the surface. If your mesh is already composed by a
> reasonable number of triangle it is difficult to remove a lot of them
>
> In other words you cannot simplify a cube composed by 12 triangles, and
> similarly you cannot simplify a mesh composed by 100000 cubes without
> affecting in a significant way its appearance.
>
> hope this helps a better understanding of the real capabilities of this
> class of algorithms.
>
> cheers
> p.
>
> all the best,
> imran
>
> On Sun, Jul 20, 2008 at 9:52 AM, skunkwerk <sku...@gm...> <sku...@gm...> wrote:
>
>
>
> thanks paolo,
> i tried it again and the results look much better... though still
> slightly worse performance than the regular quadric. i'll do some more
> testing.
>
> imran
>
>
> On Wed, Jul 16, 2008 at 11:27 PM, Paolo Cignoni <pao...@is...> <pao...@is...>
> wrote:
>
>
>
> Thanks Marco!
>
> We did it at the same time. :)
>
> Yes it was rather simple.
> There was a couple a small bugs that i have found when looking in the
> code,
> borders were not computed correctly (you used ff topo instead of VF topo)
> (and i did something wrong when restoring the border preserving markings)
>
> So let me commit my version later.
>
> p.
>
>
>
> Marco Pirosu wrote:
>
> so i actually implemented it.
>
> Then i think i just did copy and paste from the regular one, because i
> do not remember doing anything special.
>
> I don't know why their outcome differs so much.
>
> On 7/16/08, skunkwerk <sku...@gm...> <sku...@gm...> <sku...@gm...> <sku...@gm...> wrote:
>
>
> thanks Marco,
> Paolo, is this feature something we could ask Marco to implement? I
> re-did my tests, restarting meshlab each time so as not to be affected by
> the bug you mentioned. the 'preserve boundary' option does seem to work,
> but even without it selected the regular quadric preserves much more of the
> boundary than the quadric-with-texture does.
>
> i'm working on fixing the filter texture (texture atlas) plugin right now
>
> imran
>
> On Wed, Jul 16, 2008 at 1:55 PM, Marco Pirosu <pi...@gm...> <pi...@gm...> <pi...@gm...> <pi...@gm...> wrote:
>
>
>
> the original quadric algorithm has been written by paolo cignoni. I
> think to remember i did not manage it because it wasn't part of the
> course project, even if the option is there (i think it has been put
> there in order to be uniform with the normal one). Also, if i remember
> well. the two algotithms work in a different way. The regular one is
> dedicated for 3D geometry, while my algorithm is based on the Garland
> multidimensional algorithm.
>
>
> On 7/16/08, skunkwerk <sku...@gm...> <sku...@gm...> <sku...@gm...> <sku...@gm...> wrote:
>
>
> it looks like the extra options in the regular quadric filter make no
> visible difference (i tried reductions with them on and off) -
> especially
> the 'preserve boundaries' option that I thought would account for the
> different performance.
>
> but sure enough, the regular-quadric is performing better (dropping less
> geometry for the same number of output faces) than the quadric-texture
> filter. any ideas why?
>
> imran
>
> On Wed, Jul 16, 2008 at 9:55 AM, skunkwerk <sku...@gm...> <sku...@gm...> <sku...@gm...> <sku...@gm...> wrote:
>
>
>
> is that the source of the problem, you think?
> who wrote the regular quadric filter?
> would it be possible to copy-paste the code from the regular quadric
> filter
> that handles boundary preservation to the quadric-texture one?
>
> imran
>
>
> On Wed, Jul 16, 2008 at 4:19 AM, Marco Pirosu <pi...@gm...> <pi...@gm...> <pi...@gm...> <pi...@gm...> wrote:
>
>
>
> i think it wasn't part of the course project, so i didn't implement
> it.
> It
> should be doable, through.
>
> On 7/16/08, skunkwerk <sku...@gm...> <sku...@gm...> <sku...@gm...> <sku...@gm...> wrote:
>
>
>
> there seems to be a difference in the performance of the
> quadric-with-texture filter and the regular quadric.
>
> see these two files:www.akbars.net/classicford.saved.dae (regular quadric)www.akbars.net/classicford.savedtextured.dae (quadric-with-texture)
>
> the quadric-with-texture file has polygons missing from the wheels,
> if
> you look at them from the side. is this supposed to happen? they
>
>
> were
>
>
> both
> reduced to about ~50,000 polygons.
>
> Is there a reason the quadric-with-texture filter doesn't have a
> "preserve boundary" option?
>
> thanks,
> imran
>
>
>
>
>
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> --
> Paolo Cignoni -- Senior Researcher
> Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni <http://vcg.isti.cnr.it/%7Ecignoni> <http://vcg.isti.cnr.it/%7Ecignoni> <http://vcg.isti.cnr.it/%7Ecignoni>
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