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Color Retention
The goal of our techniques for mesh optimization
is to be able to retain the color data that is given at each vertex in
our original mesh.As the vertices are deleted from the mesh their associated
color contribution to the texture of the mesh is lost. A scheme for retaining
these colors is to use a form of texture mapping these lost colors onto
the reduced mesh. As our algorithm precedes it retains deleted vertices
as members of there best associated new faces. One of the reasons the technique
of decimation was chosen was that it left he mesh relatively topologically
intact, and this yields a relatively trivial way of associating deleted
vertices with faces. If we store that in a 2D texture map, we should have
managed to retain the original texture of that general area in the mesh.When
we want to render the mesh the texture for each face would be defined by
the area of the texture map reserved for that face.
In order to perform this texture extraction for every face within the
reduced mesh we would have to arrange the triangle paired squares somewhat
dynamically within the texture map (in that the area of faces may highly
vary). Each specific level of detail in the mesh would have to have its
own exclusively generated texture map. So if we were to approach this problem
in the direction that we assume that a variant of mip mapping would eventually
be used, we could use that to our advantage
[25].
When generating a mip map for our texture map we would not only consider
the scaling of the texture but also consider that for each mip map level
we could have another level of detail. Each of these levels of detail texture
would be expressed in different levels of the mip map.Where the scaled
down version would be used when the object is farther away and therefore
the texture would be that of a more optimized mesh.
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