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While previous methods achieve excellent results on\n                    <jats:italic toggle=\"yes\">manifold<\/jats:italic>\n                    meshes by using the quadric error metric, they struggle to produce high-quality outputs for meshes in the wild, which typically contain\n                    <jats:italic toggle=\"yes\">non-manifold<\/jats:italic>\n                    elements and multiple connected components. In this work, we propose a method for simplifying these \"wild\" textured triangle meshes. We formulate mesh simplification as a problem of decimating\n                    <jats:italic toggle=\"yes\">simplicial 2-complexes<\/jats:italic>\n                    to handle multiple non-manifold mesh components collectively. Building on the success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs). Our approach employs a modified quadric error that converges to the original quadric error metric for watertight manifold meshes, while significantly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we adopt a novel perspective which focuses on computing mesh correspondences throughout the decimation, independent of the UV layout. This combination yields a textured mesh simplification system that is capable of handling arbitrary triangle meshes, achieving to high-quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common problems in textured mesh simplification, including the prevalent problem of\n                    <jats:italic toggle=\"yes\">texture bleeding.<\/jats:italic>\n                    We extensively evaluate our method on multiple datasets, showing improvements over prior techniques through qualitative, quantitative, and user study evaluations.\n                  <\/jats:p>","DOI":"10.1145\/3763277","type":"journal-article","created":{"date-parts":[[2025,12,4]],"date-time":"2025-12-04T17:15:39Z","timestamp":1764868539000},"page":"1-16","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":0,"title":["Simplifying Textured Triangle Meshes in the Wild"],"prefix":"10.1145","volume":"44","author":[{"ORCID":"https:\/\/orcid.org\/0009-0001-1753-4485","authenticated-orcid":false,"given":"Hsueh-Ti Derek","family":"Liu","sequence":"first","affiliation":[{"name":"Roblox, Vancouver, British Columbia, Canada"}]},{"ORCID":"https:\/\/orcid.org\/0009-0009-1074-172X","authenticated-orcid":false,"given":"Xiaoting","family":"Zhang","sequence":"additional","affiliation":[{"name":"Roblox, San Mateo, USA"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-0122-4159","authenticated-orcid":false,"given":"Cem","family":"Yuksel","sequence":"additional","affiliation":[{"name":"University of Utah, Salt Lake City, USA"},{"name":"Roblox, Salt Lake City, USA"}]}],"member":"320","published-online":{"date-parts":[[2025,12,4]]},"reference":[{"key":"e_1_2_1_1_1","unstructured":"Angel X. 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