Jump to content
  • Advertisement
Sign in to follow this  

Mesh simplification: QSlim vs Others

This topic is 2970 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

For the past few weeks, I was looking for an optimized Mesh simplification algorithm.
I tried with few simplifications algorithms(QSlim, Simplified Progressive mesh etc).
Each of the algorithms have their own merits and demrits. Infact there is a tradeoff between speed and mesh quality.

In particular, I found QSlim as the best Performing simplification algorithm among them. Though the quality of simplified is not appreciable, speed of the algorithm has no match.

I did some research to understand the QSlim algorithm.But I could not figure the reason for its high speed.

Now my question is why QSlim is faster than other algorithms?

I assume that, all mesh simplification algorithms work by collapsing the edges. difference lies in the error calculation for each collaspe.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!