\r\ndesigned to be executed on the GPU. We use a quadric error metric

\r\nto calculate an error value for each vertex of the mesh and order all

\r\nvertices based on this value. This step is followed by the parallel

\r\nremoval of a number of vertices with the lowest calculated error

\r\nvalues. To allow for the parallel removal of multiple vertices we use

\r\na set of per-vertex boundaries that prevent mesh foldovers even when

\r\nsimplification operations are performed on neighbouring vertices. We

\r\nexecute multiple iterations of the calculation of the vertex errors,

\r\nordering of the error values and removal of vertices until either a

\r\ndesired number of vertices remains in the mesh or a minimum error

\r\nvalue is reached. This parallel approach is used to speed up the

\r\nsimplification process while maintaining mesh topology and avoiding

\r\nfoldovers at every step of the simplification.","references":null,"publisher":"World Academy of Science, Engineering and Technology","index":"Open Science Index 109, 2016"}