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Mesh Simplification with Quadirc Errors

I implemented a surface simplification algorithm which produces high quality approximations of polygonal meshes. It uses iterative contractions of vertex pairs which minimize a quadric error metric, to produce simplified meshes with high resemblance to the original. Based on the paper by M. Garland et al.

Sample Results

We decimate edges to reduce the number of faces in these three examples. The number of faces is each shape is mentioned.

A cow 5500 -> 1500 -> 500 -> 200

A bunny 1000 -> 500 -> 200 -> 50

Beloved Homer Simpson 10200 -> 5000 -> 1000 -> 200

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