# Feature-Preserving Mesh Decimation for Normal Integration

arXiv: https://arxiv.org/abs/2504.00867 · HTML: https://mlsanity.com/paper/2504.00867/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 7 of its 37 references that are in the map.
- First posted on arXiv 1 Apr 2025.

## Builds on (most cited first, 7 of 7)

- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [Multi-View Photometric Stereo: A Robust Solution and Benchmark Dataset for Spatially Varying Isotropic Materials](https://mlsanity.com/paper/2001.06659/) (2020)
- [Normal Integration: A Survey](https://mlsanity.com/paper/1709.05940/) (2017)
- [LUCES: A Dataset for Near-Field Point Light Source Photometric Stereo](https://mlsanity.com/paper/2104.13135/) (2021)
- [CWF: Consolidating Weak Features in High-quality Mesh Simplification](https://mlsanity.com/paper/2404.15661/) (2024)
- [An Adaptive Screen-Space Meshing Approach for Normal Integration](https://mlsanity.com/paper/2409.16907/) (2024)
- [Least squares surface reconstruction on arbitrary domains](https://mlsanity.com/paper/2007.08661/) (2020)

## Built on by (most cited first, 1 of 1)

- [High-fidelity Multi-view Normal Integration with Scale-encoded Neural Surface Representation](https://mlsanity.com/paper/2603.20337/) (2026)

## Abstract (arXiv)

Normal integration reconstructs 3D surfaces from normal maps obtained e.g. by photometric stereo. These normal maps capture surface details down to the pixel level but require large computational resources for integration at high resolutions. In this work, we replace the dense pixel grid with a sparse anisotropic triangle mesh prior to normal integration. We adapt the triangle mesh to the local geometry in the case of complex surface structures and remove oversampling from flat featureless regions. For high-resolution images, the resulting compression reduces normal integration runtimes from hours to minutes while maintaining high surface accuracy. Our main contribution is the derivation of the well-known quadric error measure from mesh decimation for screen space applications and its combination with optimal Delaunay triangulation.
