# PaMO: Parallel Mesh Optimization for Intersection-Free Low-Poly Modeling on the GPU

arXiv: https://arxiv.org/abs/2509.05595 · HTML: https://mlsanity.com/paper/2509.05595/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 6 Sep 2025.

## Built on by (most cited first, 5 of 5)

- [PartUV: Part-Based UV Unwrapping of 3D Meshes](https://mlsanity.com/paper/2511.16659/) (2025)
- [Emerging Extrinsic Dexterity in Cluttered Scenes via Dynamics-aware Policy Learning](https://mlsanity.com/paper/2603.09882/) (2026)
- [TopoMesh: High-Fidelity Mesh Autoencoding via Topological Unification](https://mlsanity.com/paper/2603.24278/) (2026)
- [AssetGen: Deployable 3D Asset Generation at Interactive Speed](https://mlsanity.com/paper/2605.26137/) (2026)
- [LUCID: An Agentic AI Framework on Digital-Twin in the Loop for QoS-Guaranteeing Robotic Control](https://mlsanity.com/paper/2608.28437/) (2026)

## Abstract (arXiv)

Reducing the triangle count in complex 3D models is a basic geometry preprocessing step in graphics pipelines such as efficient rendering and interactive editing. However, most existing mesh simplification methods exhibit a few issues. Firstly, they often lead to self-intersections during decimation, a major issue for applications such as 3D printing and soft-body simulation. Second, to perform simplification on a mesh in the wild, one would first need to perform re-meshing, which often suffers from surface shifts and losses of sharp features. Finally, existing re-meshing and simplification methods can take minutes when processing large-scale meshes, limiting their applications in practice. To address the challenges, we introduce a novel GPU-based mesh optimization approach containing three key components: (1) a parallel re-meshing algorithm to turn meshes in the wild into watertight, manifold, and intersection-free ones, and reduce the prevalence of poorly shaped triangles; (2) a robust parallel simplification algorithm with intersection-free guarantees; (3) an optimization-based safe projection algorithm to realign the simplified mesh with the input, eliminating the surface shift introduced by re-meshing and recovering the original sharp features. The algorithm demonstrates remarkable efficiency, simplifying a 2-million-face mesh to 20k triangles in 3 seconds on RTX4090. We evaluated the approach on the Thingi10K dataset and showcased its exceptional performance in geometry preservation and speed.
