three-dimensional object is usually rendered by triangle meshes
but too many triangle meshes can affect the result of real-time operation
such as shifting
rotation and zooming
most of users can't bear the slowness. So how to simplify the triangle meshes is regarded more and more important. To simplify triangles effectively while not influence the vision effect
based on the traditional method of edge contraction
a new method is presented
which named Two Times of Local Mapping. First
it maps the three-dimensional triangle meshes from three-dimensional space to two-dimensional plane by using Gaussian sphere which can determine the direction of projection. Then on two-dimensional plane
using the traditional edge contraction method
a new contracted point is found in the kernel of a polygon. With the new point
the number of triangles is reduced greatly. After simplification
when mapping the simplified triangles back to three-dimensional space
the error is checked. Two kinds of error are defined to ensure the minimum error. It is proved that the given method is little-error