You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name:

Math In Game Development Summit: Conservative Mesh Decimation for Collision Detection and Occlusion Culling

Overview:

Collision detection and occlusion culling can be sped up considerably by reducing the complexity of the used triangle meshes. A popular method for decimating a mesh is the Garland-Heckbert algorithm. This approach uses edge contractions to reduce the number of triangles. The maximum error of the decimated mesh is bounded by a so-called quadric error metric (QEM). In this talk, properties of QEMs are discussed. We show what causes issues when using QEMs to find positions for newly created vertices and how to improve mesh quality. We show how to choose the new vertex positions conservatively, i.e. such that the decimated mesh either completely encapsulates the original mesh for the purpose of collision detection, or is completely encapsulated by the original mesh for the purpose of occlusion culling. Performance tweaks and termination criteria are addressed, and trade-offs are discussed.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • Game Developers Conference 2021
  • Gino van den Bergen
  • Dtecta
  • free content
  • Math In Game Development Summit
  • Programming