Abstract
Large-scale 3D models consume large computing and storage resources. To address this challenging problem, this paper proposes a new method to obtain the optimal simplified 3D mesh models with the minimum approximation error. First, we propose a feature-preservation edge collapse operation to maintain the feature edges, in which the collapsing cost is calculated in a novel way by combining Gauss curvature and Quadratic Error Metrics (QEM). Second, we introduce the edge splitting operation into the mesh simplification process and propose a hybrid ‘undo/redo’ mechanism that combines the edge splitting and edge collapse operation to reduce the number of long and narrow triangles. Third, the proposed ‘undo/redo’ mechanism can also reduce the approximation error; however, it is impossible to manually choose the best operation sequence combination that can result in the minimum approximation error. To solve this problem, we formulate the proposed mesh simplification process as an optimization model, in which the solution space is composed of the possible combinations of operation sequences, and the optimization objective is the minimum of the approximation error. Finally, we propose a novel optimization algorithm, WOA-DE, by replacing the exploration phase of the original Whale Optimization Algorithm (WOA) with the mutate and crossover operations of Differential Evolution (DE) to compute the optimal simplified mesh model more efficiently. We conduct numerous experiments to test the capabilities of the proposed method, and the experimental results show that our method outperforms the previous methods in terms of the geometric feature preservation, triangle quality, and approximation error.
Keywords
Introduction
In computer graphics, we often utilize 3D meshes to describe object models. Because the drawing time and storage space are proportional to the number of facets, high-detail mesh models with thousands of facets are not practical. On the other hand, the objects in the virtual environment do not always need a high-detail description. To meet the requirements of computer analysis, display, and storage, the high-detail mesh model must be simplified.
Mesh simplification algorithms reduce the number of vertices and facets of 3D mesh models under the condition that the overall appearance and topological structure remain as constant as possible. In other words, mesh simplification uses fewer points and facets to approximate the origin 3D mesh model. Mesh simplification has broad application prospects in computer graphics, such as computer animation and virtual reality, and it is also the foundation for many advanced processing operations, including mesh segmentation [1], rendering [2], 3D reconstruction [3, 4], etc.
To the best of our knowledge, the earliest mesh simplification paper was by James Clark in 1976 [5]. Since then, many kinds of mesh simplification algorithms have been proposed. The QEM algorithm [6] is one of the most widely used mesh simplification algorithms, which can achieve an excellent balance between performance and computation time. However, there are still some challenging issues, that inspire the research motivations behind this manuscript.
First, the QEM algorithm only considers the distance from the new vertex to the adjacent planes, which can result in local oversimplification and the loss of important geometric features [7, 8]. Second, QEM-based algorithms may generate long and narrow triangles in the process of simplification, which can increase the numerical error, generate singular points, and result in a poor rendering effect of the surface [9].
To solve the above problems, we propose a new mesh simplification algorithm as follows.
We propose a feature-preservation edge collapse operation based on adding Gauss curvature to the calculation of collapsing cost. In this way, feature edges with large curvature can be retained in the mesh simplification process. We introduce the edge splitting operation into the mesh simplification and combine the edge collapse operation and edge splitting operation to eliminate the long and narrow triangles.
The proposed mesh simplification process does not reduce or increase the number of facets monotonously, and we utilize the edge splitting operation to undo the edge collapse operation; therefore, we denote this method as the ‘undo/redo’ mechanism. The proposed ‘undo/redo’ mechanism can also reduce the approximation error. In this paper, we propose an optimal mesh simplification problem: for a given mesh model
The approximation error is not related to the combination method, so it is impossible to manually select the best operation sequence combination that would lead to the minimum error. To search for the best combination, we model the proposed mesh simplification problem as an optimization problem, where the solution space is composed of the possible combinations of operation sequences, and the objective function is the Hausdorff distance.
In recent years, an increasing number of intelligent optimization algorithms have been proposed [10, 11, 12], and they are widely utilized to solve complex practical problems [13, 14, 15, 16] and multi-objective problems [17, 18, 19, 20]. Therefore, we propose a novel optimization algorithm, WOA-DE, by integrating the mutate and crossover mechanisms of DE [21] with the shrinking encircling and spiral updating position mechanisms of WOA [22] to improve the solution quality. The experimental results show that our method consistently outperforms the previous methods.
The contributions are as follows:
A feature-preservation edge collapse operation is proposed to preserve the geometric feature. A new hybrid ‘undo/redo’ mechanism combining the edge splitting and edge collapse operation is proposed to reduce the number of long and narrow triangles and reduce the approximation error. An optimized mesh simplification method is proposed to search for the best operation sequence combination to obtain the optimal simplified mesh model with the minimum approximation error. A novel swarm intelligence optimization algorithm, WOA-DE, is proposed to balance the exploration ability and exploitation ability.
Mesh simplification algorithm
Vertex clustering
Rossignac first proposed a vertex clustering algorithm [23], that surrounds the original mesh model with a bounding box, and divides it into several small boxes by dividing its edges equally. Then for each box, it computes a new representative vertex by the weighted average of the original vertices, as shown in Fig. 1. This method is fast, but neither topology nor small-scale details are preserved. Later, Luebke [24] proposed a vertex clustering method based on the octree. Low [25] proposed changing the cell size according to the importance of vertices.
Vertex clustering.
Kalvin and Taylor [26] proposed a region merging algorithm by merging the approximate coplanar triangle facets into a plane. For a seed facet, if the vertices of its adjacent facet are within its bounded distance, the adjacent facet would be added to the seed facet, and this operation will be repeated iteratively until no superfacets appear. Then, the borders of superfacets are straightened, and the simplified results can be obtained by triangulating the area of these superfacet regions. This process is shown in Fig. 2. The region merging algorithm holds the user-specified error well and does not alter the topology of the mesh. However, holes appear in some superfacets.
Region merging. (a) The original mesh. (b) Merge facets into superfaces. (c) Straighten borders. (d) Re-triangulate.
Schroeder [27] proposed the vertex decimation algorithm, which successively removes vertices and generates a hierarchy of different levels of detail (LOD) in the process of simplification. It is efficient in time and space; however, the surface of the simplified mesh is very rough. Hoppe [28] defined an energy function to measure the quality of each simplified mesh and proposed the edge collapse operation, as shown in Fig. 3. The selection of edges is driven by an optimization process of the energy function. Later, Hoppe [29] proposed the progressive mesh, which provides multiresolution management, mesh compression, and enhances computational efficiency.
Collapse the edge 
Based on the edge collapse operation, Garland and Heckbert [6] proposed the QEM to efficiently calculate the collapsing cost. Hanmann [30] proposed a triangle collapse algorithm based on calculating the curvature of triangles.
QEM algorithm [6] uses iterative contractions of vertex pairs to simplify 3D mesh models. The order of edge collapse depends on the error, which quantifies the distance from the point to the facets, in which the error of point
where
Compute the position of 
Assume
The quadric error of point
The best position of the new vertex
Otherwise, the position of
Although the QEM algorithm can simplify complex mesh models efficiently, it is difficult to measure an accurate geometric error for the high curvature and thin region with a small distance error metric, which would consequently lead to the loss of geometric features. Many algorithms have been proposed to solve this drawback of QEM.
Kim et al. [8] proposed utilizing the discrete curvature norm to measure geometric error and to better preserve the shape of the original mesh model. In addition, Kim et al. [31] proposed a new error metric based on the theory of local differential geometry, which is defined by unifying a distance error metric with the first and second-order discrete differentials to construct the discrete curvature error metrics.
To maintain the basic skeleton of 3D mesh models, Li et al. [32] proposed an improved edge collapse that takes the texture into consideration and makes use of the Canny operator to calculate the borders.
Wang et al. [7] proposed utilizing the square of volume variation as the error metric, and embedded a new normal constraint factor of triangles into the edge-collapse error matrix, which can adaptively control the density of the simplified mesh and maintain more geometric features of the original mesh models.
Tang et al. [33] introduced Gauss curvature to the QEM algorithm as a simplifying factor to preserve the significant characteristics of 3D mesh models. In this algorithm, the Gauss curvature threshold is computed first, and the edges with Gauss curvatures lower than the threshold are selected to collapse.
To avoid deleting the characteristic of the boundary, Mao et al. [34] proposed utilizing the mean quadratic error rather than the cumulative error as the collapsing cost, so that the subtle features would be preserved.
All the above algorithms aim to maintain the characteristics of 3D mesh models, but they do not comprehensively consider approximation error and feature preservation. Moreover, the global approximation error is not taken into consideration, so they cannot solve the optimal mesh simplification problem.
Edge splitting operation
Edge splitting is a typical operation in Delaunay tri- angulation as shown in Fig. 5. Dyer et al. [35] defined the non-Delaunay edges as the edges where the sum of two opposite angles is greater than
Edge splitting. For the non-Delaunay edge 
Liu et al. [36] proposed a method to compute the optimal position for the splitting point. As shown in Fig. 6, Liu et al. considered a butterfly-shaped local region of a non-Delaunay edge, and defined five intervals
Splitting edge
The local geometry of a non-Delaunay edge 
Liu et al. [37] proposed a Delaunay mesh simplification method, which abstracts the simplification process using a 2D Cartesian grid model and utilizes DE to compute a low-cost path. Liu’s work focuses on the optimal Delaunay mesh simplification problem.
In the previous mesh simplification algorithms, the vertices and facets are only deleted without opportunity for improvement. Besides, the above algorithms do not solve the problem of long and narrow triangles. The edge splitting operation can be regarded as the inverse operation of edge collapse. In this paper, we utilize the edge splitting operation to undo the edge collapse operation. We propose a hybrid mesh simplification approach that combines both the edge collapse and splitting operation, as shown in the following section.
To solve the above mentioned drawbacks of the QEM, we propose a new hybrid mesh simplification method that combines the edge collapse operation and edge splitting operation.
The feature-preservation edge collapse operation
The Gauss curvature can reflect the bending degree, and the Gauss curvature of the uneven area and the feature edge is large. Kim [38] proposed a method to estimate the Gauss curvature of the inner vertex and the boundary vertex in discrete 3D mesh models, as shown in Fig. 7.
Gauss curvature of the inner vertex 
The Gauss curvature calculation formulas of the inner vertex and the boundary vertex are shown in Eqs (6) and (7), respectively.
where
The Gauss curvature of an edge is related to the Gauss curvature of the points in the edge [33]. For edge
where
where
Gauss curvature of the edge 
The Quadric error of an edge can measure the approximation error of collapsing it. In each edge collapsing operation, we collapse the edge with the minimum Quadric error to obtain the best approximation result. However, we do not want to collapse the edges with significant features even if they have a small Quadric error.
To solve this problem, we propose a new edge collapsing operation based on adding the Gauss curvature into the collapsing cost to preserve the feature edges. The new collapsing cost is shown in Eq. (10).
where the weight
The overemphasis on the Gauss curvature will increase the approximation error. To reduce the approximation error as much as possible and retain the feature edges simultaneously, we propose to set the Gauss curvature two orders of magnitude lower than the Quadric error, and the weight can be calculated with Eq. (11). Therefore, only the edges with very large curvature would be retained without being collapsed.
where
We sort all the edges into priority queue,
After edge 
In this paper, for irregular edges, we utilize the sum of the cotangent of their opposite angles to measure their irregularity degree.
The irregularity degree of the edge. Edge 
As shown in Fig. 10, for edge
If edge
As described in Section 2.4, some original Delaunay edges do not satisfy the Delaunay conditions because of the edge splitting operation and require more times of edge splitting operation to settle. Therefore, selecting an appropriate splitting point is important. In this paper, we utilize Liu’s method [36] to select the appropriate splitting points.
First, we sort the edges into priority queue,
For ordinary 3D mesh simplification problems, the ultimate goal is to obtain a simplified mesh model with a small approximation error, good geometric feature preservation, and few long and narrow triangles. To meet the above requirements simultaneously, in this paper, we combine the edge splitting operation with the edge collapse operation.
First, we conduct a preliminary experiment to verify the effect of introducing the edge splitting operation. We set up several combinations of edge splitting operations and edge collapse operations randomly, and carry out the operation sequences to mesh ‘Rabbit’ (simplify 100 facets of it), as shown in Fig. 11.
The simplification process of the mesh model ‘Rabbit’. The horizontal-axis represents the number of operations, while the vertical-axis represents the number of facets in the mesh model. The upward edges represent applying the edge splitting operation to the mesh, while the downward edges represent applying the edge collapse operation to mesh. For example, the operation sequence of the yellow line is (3, 37, 20, 36), which means applying 3 times of edge splitting operation, 37 times of edge collapse operation, 20 times of edge splitting operation, and 36 times of edge collapse operation to mesh ‘Rabbit’ in proper order. The final obtained simplified mesh model has an approximation error as 0.32%.
From Fig. 11, we can observe that the proposed ‘undo/redo’ mechanism can indeed reduce the approximation error; however, there is no regularity between the combination method and the approximation error. Therefore, it is impossible to manually find the best combination that leads to the minimum approximation error among the infinite combinations of operation sequences.
Recently, meta-heuristic algorithms have been widely studied to solve global optimization problems [39, 40, 41], and the use of optimization algorithms could bring new solutions for certain complex problems [42, 43, 44].
To search for the best operation sequence combination from the infinite combinations of sequences, we model the proposed mesh simplification process as an optimization model, which will be discussed in the following section.
To facilitate reading, we list the main notations used in this section in Table 1.
Main notation in Section 4
Main notation in Section 4
In mesh simplification problems, the approximation error could quantitatively measure the difference between the simplified mesh model and the original mesh model. In this paper, we utilize the Hausdorff distance to measure the approximation error between simplified mesh model
where
Our problem is a minimization problem: for the given 3D mesh model
In the proposed ‘undo/redo’ mechanism, we alternate the edge collapse operation sequence and edge splitting operation sequence to continually eliminate the long and narrow triangles over time. In this way, a
where
The solution space
In the optimization algorithms, the solutions are all valued in the real field. Therefore, for the elements in the real vector
Let
where
To improve the algorithm’s efficiency, we apply the following constraints.
First, because the solutions are generated randomly, it is very likely that the number of edge splitting occurrences exceeds the number of edge collapse occurrences, and the simplification goal cannot be achieved. To avoid this situation in advance, we set a prejudgment to check whether the sequence
Only if Second, in the process of executing the operation sequences, if the simplification goal is achieved, the follow-up operations will be skipped. Third, if all the edges are not irregular edges (all the edges satisfy the Delaunay conditions), the remaining edge splitting operations are useless and unexpected, and they are skipped.
The optimization of the operation sequences of edge splitting and edge collapse is performed under the above constraints, which prevents the program from executing the operation sequences that do not satisfy the simplification condition, avoids unnecessary splitting and collapse operations in the process of program execution, and improves the efficiency.
To solve the complex problems in real life, nature-inspired algorithms have been introduced, such as evolutionary process-based [45, 46], animal behavior-based [47, 48, 49], swarm intelligence-based [50, 51, 52], and memetic-based [53, 54] algorithms. They are very important in solving many large-scale and complex problems [55, 56, 57].
Among them, the Whale Optimization Algorithm (WOA) is a new meta-heuristic algorithm [22]. One of the main drawbacks of WOA is that it easily falls into a local optimum. To overcome this limitation, in this paper, WOA is hybridized with Differential Evolution (DE), which has good exploration ability. In the proposed method, we integrate the exploration mechanisms of DE with the exploitation mechanisms of WOA.
WOA
WOA simulates the social behavior of humpback whales, which has the advantages of simple concepts, easy implementation, few parameters, and no gradient information. Moreover, many papers and experiments have shown that WOA is better than some state-of-the-art algorithms in accuracy and stability [58, 22, 59]. However, WOA also has the disadvantages of low accuracy, slow convergence speed and easily falling into a local optimum.
Many papers have proposed improvements to the performance of WOA. Kaur and Arora [60] proposed chaotic WOA (CWOA) which utilized chaos theory to tune the main parameters of WOA to enhance its convergence speed. Ling et al. [61] proposed Lévy flight trajectory-based WOA (LWOA), which employed the Lévy flight trajectory to increase the diversity of the population. Bozorgi et al. [62] proposed improved WOA (IWOA and IWOA
WOA searches the global optimum by encircling prey, spiral updating the position and searching for prey.
(1) Encircling prey (
and
)
The search agents update their positions towards the current best solution as shown in Eqs (19) and (20):
where
where
(2) Spiral updating position (
)
Whales move upstream in a spiral position and spit out bubbles to prey. The spiral equation between the positions of the whales and prey is shown in Eq. (23).
where
According to the habits of the whales, the probability of choosing the shrinking encircling mechanism or the spiral updating position during optimization is 50% (
(3) Search for prey (
)
Searching for prey is similar to encircling prey. The position of a search agent in the exploration phase is updated according to a randomly chosen search agent, which is shown in Eqs (24) and (25).
where
The pseudocode of WOA is shown in Algorithm 1.
[!htbp] Generate the initial population
Calculate the fitness of each search agent in
Update
Select a random individual
Update
WOA pseudocode
DE is a population-based search algorithm [21] for optimizing multivariate real-valued functions. Due to its simplicity, ease of implementation, few parameters and lack of use of the function’s gradient, DE has been recognized as a highly effective tool for a wide range of optimization problems [63], including constrained [64], multi-objective [65], multi-modal and dynamic optimization [66] even with non-differentiable functions [67, 68, 69].
In addition, many researchers have proposed improvements to the DE algorithms in the following aspects: the initialization method [70], generation strategy [71], parameter control method [72], etc. Moreover, according to different problem types, it is necessary to design a specific optimization mode to improve the optimization performance of DE; many researchers have proposed solutions for this problem [73, 74, 75].
The canonical DE/rand/1/bin form of DE generates new individuals by performing mutation and crossover operations.
(1) Mutation
The new candidate solutions are generated by adding an agent with a scaled difference of two randomly selected agents. In the
where
(2) Crossover
A binomial crossover builds a trial agent
where
Generate the initial population
Evaluate the fitness of each individual in
i=1 to
Select uniform randomly
j=1 to
calculate the fitness of
DE pseudocode
(3) Selection
The selection operation chooses the better agent from the trial agent
The pseudocode of DE is shown in Algorithm 2.
For a realistic problem, it cannot be expected that a metaheuristic black-box will suit all problems, and it is theoretically impossible to have ready-made off-the-shelf general & good solvers [76]. By modifying or combining memes, the new memes may be more durable and prone to propagation [77, 78].
Considering the probabilistic convergence and global optimality of DE [72], we utilize DE to improve the exploration ability of WOA. Compared with IWOA [62], our method is conceptually simpler; we directly replace the exploration phase of WOA with the mutate and crossover operations of DE and utilize the greedy selection operation of DE to select agents to enter the next generation.
The proposed mesh simplification is a high- dimensional problem, and each element of the solution will be rounded to an integer first. Therefore, the global search phase is more important for the proposed optimization problem. By replacing the exploration phase of WOA with DE, the proposed WOA-DE could balance the exploration and exploitation capabilities. The details of applying WOA-DE to mesh simplification problems are shown as follows.
(1) Initialize
The solutions
The initial population
(2) Optimization
The optimization process includes the exploitation phase and exploration phase. In the exploitation phase, the agents are updated by the encircling prey and spiral updating position mechanisms of WOA, and in the exploration phase, the agents are updated by the mutation and crossover mechanisms of the canonical DE/rand/1/bin form of DE.
(3) Selection
Because the proposed mesh simplification problem is a minimization problem, the agent with the lowest objective value from the trial agent and the original agent is selected, and set to be the
(4) Termination conditions
The algorithm will terminate when one of the following conditions is met: (1) the iteration number exceeds the user-specified max iterations; (2) the relative change of fitness
The pseudocode of WOA-DE is shown in Algorithm 3.
[!htbp] Generate the initial population
Calculate the fitness of each search agent in
Update
WOA-DE pseudocode
Feature preservation. Mesh (b) is the simplified model without Gauss curvature. Mesh (c) is the simplified model obtained by the QEM method. Mesh (d) is the simplified model obtained by Tang’s method. Mesh (e) is the simplified model obtained by Wang’s method. Mesh (f) is the simplified model obtained by Mao’s method. Mesh (g) is the simplified model obtained by our method. And their corresponding Gauss curvature distribution of vertices is shown in the second line, where the convex area is in red and the concave area is in green, and the color deepens along with the increasing of the absolute value of curvature.
We carried out the proposed approach on a wide range of 3D meshes, including mesh ‘Bunny’ from the Computer Graphics Laboratory of Stanford University, man-made meshes collected from the Thingi10K9 3D dataset [79], and some common and publicly available 3D models on the Internet.
We compare our approach with the QEM method [6], Tang’s method [33] (using the Gauss curvature as the threshold), Wang’s method [7] (using the square of the volume change as the collapsing cost) and Mao’s method [34] (using the mean quadratic error as the collapsing cost), and evaluate the results based on the following: geometric feature preservation, triangle quality, and approximation error.
Geometric feature preservation
The human visual system is sensitive to inflection points, sharp edges, and other geometric features. Therefore, the change in meaningful geometric features is also important for users when judging the quality of simplified 3D mesh models. Here, we utilize a standard manifold 3D mesh model ‘Rabbit’ as the example, which has a simple topological structure and clear visual features with only 902 facets. We simplify 300 facets of the mesh ‘Rabbit’, and the simplified results are shown in Fig. 12. We visualize the Gauss curvature of the vertices to show the features more intuitively.
Figure 12 shows that all methods maintain the overall mesh appearance. However, some of methods lose the details of the meaningful geometric feature ‘eye’. In the Gauss curvature distribution of mesh (b), the eye part is completely red, indicating that there is no concave part; compared with the original mesh, the details of ‘eye’ are lost. Although the approximation error of mesh (b) is minimal, we still believe that the error of mesh (b) is larger from the perspective of vision. Therefore, visual distortions are very important.
Results and visual comparison
Results and visual comparison
To preserve the geometric features, the proposed edge collapse operation adds Gauss curvature into the calculation of the collapsing cost. Figure 12g and n are the results of our method, and the introduction of Gauss curvature can indeed improve the feature preservation effect, especially for small-scale 3D models, because they have few faces and vertices, and because each edge may be the boundary, they are more difficult to simplify with feature preservation. Table 2 shows a visual comparison of the experimental results, which demonstrates that the proposed method can preserve geometric features well for both the small-scale mesh models and the large-scale mesh models.
The triangle quality of four representative models, where the horizontal axis represents the range of 
The results of all the experiments.
Comparison with state-of-art algorithms.
The long and narrow triangles will increase the numerical error and lower the rendering effect of the surface [80, 81]. In this paper, we combine the edge splitting operation to reduce the long and narrow triangles. The quality of the triangle can be calculated in Eq. (32).
where
Here, we list the triangle quality of four representative meshes, the mesh ‘Bones’ (simplified 2500 facets), the mesh ‘Dinosaur’ (simplified 2000 facets), the mesh ‘Kitten’ (simplified 35000 facets), and the mesh ‘Bunny’ (simplified 40000 facets), which are shown in Fig. 13. We divide the triangles into different classes according to their quality
From Fig. 13, the simplified mesh models of our approach have more high-quality triangles, and fewer low-quality triangles than other methods. This shows that the proposed ‘undo/redo’ mechanism can indeed reduce the long and narrow triangles.
In this paper, we adopt the tool ‘Metro’ [82] to quickly compute the two-sided Hausdorff distance between the original mesh and the simplified mesh. Here, we list the comparison of the QEM algorithm, Tang’s method, Wang’s method, Mao’s method, and our method in terms of the approximation error, as shown in Table 3 and Fig. 14. According to the statistical ranking, our method ranks first for almost all cases.
Furthermore, we conduct experiments on meshes with varying target simplified facet numbers, and the four representative results are shown in Fig. 15. The experimental results show that our method consistently outperforms the other methods.
The performance of the proposed optimization algorithm
The effectiveness of the optimizer
In the proposed optimization problem, there is no concept of gradient or direction, so it is not feasible to approach the optimal solution manually. For this multidimensional and multimodal problem, we can only use the optimization algorithm to obtain the optimal solution. To verify the effectiveness of the optimizer, we continue the pre-experiment, in which we simplify the mesh ‘Rabbit’ using the proposed optimized mesh simplification algorithm. From Table 4, the result of the optimal operation sequence obtained by our method is much better than that of other random sequences, which proves the effectiveness of the optimizer.
Comparison of optimal operation sequence and random operation sequences.
(0, 50) is sequence of QEM.
to
are random sequence, where
(26, 30, 20, 43, 9, 32),
(25, 39, 23, 33, 22, 4, 21, 41, 13, 37),
(21, 46, 22, 28, 5, 24),
(25, 75),
(3, 37, 20, 36). And
(0, 40, 10, 18, 20, 10, 0, 12) is the optimal operation sequence
Comparison of optimal operation sequence and random operation sequences.
Here, we conduct a simple experiment to test the performance of WOA-DE, in which we apply the proposed mesh simplification algorithm to several mesh models and utilize different optimization algorithms for optimization. The experimental results are shown in Table 5. Moreover, we list the convergence of different optimization algorithms, which are shown in Fig. 16. The performance of WOA-DE is better than that of DE and WOA.
Comparison of errors of different optimization algorithms
Comparison of errors of different optimization algorithms
The approximation error plots of four representative models with different target numbers of simplified facets.
Comparison of convergence of different optimization algorithms.
The computation time of our method can be calculated from two parts: the WOA-DE-based optimization process, and the specific mesh simplification process in each agent. For the WOA-DE, the computation time is dependent on the population size and iteration times. In each agent, we maintain two priority queues for edge splitting and edge collapse operations, which have a time complexity of
Parameter setting
In the proposed WOA-DE algorithm, the parameters that need to be set manually are population size
According to [83, 72], we tested the influence of different parameters on the approximation error and set
Conclusions and future work
This paper presents an optimized mesh simplification approach with three advantages: (1) a new edge collapsing operation that can preserve the geometric features in the process of edge collapsing; (2) an ‘undo/redo’ mechanism that can improve the quality of the triangles and reduce the approximation error; and (3) a WOA-DE based optimization method that can effectively compute the optimal simplified mesh model. Numerous experiments confirm the proposed idea.
In the future, we will extend the research with: First, GPUs can be used to accelerate the approach. Second, the proposed algorithm can be extended to multimedia information. Third, the new generation of AI can be applied to process 3D models.
Footnotes
Acknowledgments
This work is supported by the National Key R&D Program of China under Grant No 2017YFB0503004, the Science and Technology Major Project of Hubei Province (Next-Generation AI Technologies) under Grant No 2019AEA170 and Translational Medicine and Interdisciplinary Research Joint Fund of Zhongnan Hospital of Wuhan University under Grant No ZNJC201917.
