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Decimation

Mesh decimation reduces the number of elements in a mesh while preserving additional attributes such as surface approximation error or triangle quality. Our implementation performs incremental greedy mesh decimation based on halfedge collapses.

Try for yourself:

The function is pmp::decimate().

See [14] and [11] for more details.

- Note
- This algorithm only works on triangle meshes.

The decimation function can be controlled by the following parameters:

`n_vertices`

: Control the target number of vertices`aspect_ratio`

: Threshold for the quality of the triangles in the mesh.`edge_length`

: Specify a minimum target edge length.`max_valence`

: Control the maximum number of incident edges per vertex.`normal_deviation`

: Control the maximum deviation of normals.`hausdorff_error`

: The maximum deviation from the original surface.`seam_threshold`

: Threshold for detecting texture seams.`seam_angle_deviation`

: The maximum texture seam deviation.

The decimation algorithm supports selections. You can select a subset of all vertices in the mesh to perform the simplification. This is done using the boolean `v:selected`

vertex property.