Edge Collapse-Based Dehazing Algorithm for Visibility Restoration in Real Scenes

2016 ◽  
Vol 12 (9) ◽  
pp. 964-970 ◽  
Author(s):  
Bo-Hao Chen ◽  
Shih-Chia Huang
Keyword(s):  
2009 ◽  
Vol 29 (3) ◽  
pp. 729-731 ◽  
Author(s):  
Guo ZHANG ◽  
Xu-min LIU ◽  
Yong GUAN
Keyword(s):  

2020 ◽  
Vol 27 (4) ◽  
pp. 417-435 ◽  
Author(s):  
Yaqian Liang ◽  
Fazhi He ◽  
Xiantao Zeng

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.


Author(s):  
Jun Huang ◽  
Xiuhui Wang ◽  
Jun Wang

Aiming at the problem that the mesh simplification algorithm loses the geometric features of the model in large-scale simplification, an improved half-edge collapse mesh simplification algorithm is proposed. The concept of approximate measurement of edge curvature is introduced, and the edge curvature is added to the error measure, so that the order of half-edge collapse of the mesh is changed, and the simplified details of the mesh model can be preserved accurately. At the same time, by analyzing the quality of simplified triangular mesh, optimizing triangular mesh locally, reducing the amount of narrow triangles, the quality of the simplified model is improved. The proposed algorithm was tested on Cow model, Car model and Bunny model, and compared with another three algorithms, one of them is a classical mesh simplification algorithm based on edge collapse, the other is an improved algorithm of the classical one. The experimental results show that the improved algorithm can better retain the detail features of the original model at the same reduction ratio, and has reasonable mesh allocation, fast execution speed and small error.


2013 ◽  
Vol 48 ◽  
pp. 171-177 ◽  
Author(s):  
Bin He ◽  
Dichen Li ◽  
Anfeng Zhang ◽  
Jiangbo Ge ◽  
Xiaohu Yang ◽  
...  

Author(s):  
W. D. Li ◽  
W. F. Lu ◽  
Y. L. Cai

One of the challenging problems that hinder the development of collaborative design systems is the contradiction of large CAD files and the limited speed to share them over the Internet and Web. 3D streaming technique, which can allow effective and efficient dispatch and access of large-volume CAD data as a series of patched streams across the Internet, provides a promising solution to overcome the obstacle. Geometric simplification (or decimation) of 3D models is the key algorithm to realize the streaming technique. In this paper, a new geometric simplification algorithm has been developed, in which two criteria are the crucial elements to control the collapse process for edges in 3D VRML models to reduce the amount of information. The major feature of the algorithm is that it has incorporated some advantages of the previously developed vertex decimation approach and edge collapse approach. Meanwhile, the mechanism of adaptive threshold parameters adopted in this work enhances the adaptability of the algorithm for various applications. Through case studies and comparisons with some related works, the algorithm shows good performance and potentials in terms of efficiency, adaptability and robustness.


2019 ◽  
Vol 8 (10) ◽  
pp. 465 ◽  
Author(s):  
Ai ◽  
Wang ◽  
Yang ◽  
Bu ◽  
Lin ◽  
...  

Triangulated irregular networks (TINs) are widely used in terrain visualization due to their accuracy and efficiency. However, the conventional algorithm for multi-scale terrain rendering, based on TIN, has many problems, such as data redundancy and discontinuities in scale transition. To solve these issues, a method based on a detail-increment model for the construction of a continuous-scale hierarchical terrain model is proposed. First, using the algorithm of edge collapse, based on a quadric error metric (QEM), a complex terrain base model is processed to a most simplified model version. Edge collapse records at different scales are stored as compressed incremental information in order to make the rendering as simple as possible. Then, the detail-increment hierarchical terrain model is built using the incremental information and the most simplified model version. Finally, the square root of the mean minimum quadric error (MMQE), calculated by the points at each scale, is considered the smallest visible object (SVO) threshold that allows for the scale transition with the required scale or the visual range. A point cloud from Yanzhi island is converted into a hierarchical TIN model to verify the effectiveness of the proposed method. The results show that the method has low data redundancy, and no error existed in the topology. It can therefore meet the basic requirements of hierarchical visualization.


2005 ◽  
Vol 16 (5) ◽  
pp. 669 ◽  
Author(s):  
Xiao-Li LIU
Keyword(s):  

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