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12
Geometric Compression through Topological Surgery
 ACM TRANSACTIONS ON GRAPHICS
, 1998
"... ... this article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms. In this scheme, vertex positions are quantized within the desired accuracy, a vertex spanning tree is used to predict the position of each ..."
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Cited by 258 (28 self)
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... this article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms. In this scheme, vertex positions are quantized within the desired accuracy, a vertex spanning tree is used to predict the position of each vertex from 2, 3, or 4 of its ancestors in the tree, and the correction vectors are entropy encoded. Properties, such as normals, colors, and texture coordinates, are compressed in a similar manner. The connectivity is encoded with no loss of information to an average of less than two bits per triangle. The vertex spanning tree and a small set of jump edges are used to split the model into a simple polygon. A triangle spanning tree and a sequence of marching bits are used to encode the triangulation of the polygon. Our approach improves on Michael Deering's pioneering results by exploiting the geometric coherence of several ancestors in the vertex spanning tree, preserving the connectivity with no loss of information, avoiding vertex repetitions, and using about three times fewer bits for the connectivity. However, since decompression requires random access to all vertices, this method must be modified for hardware rendering with limited onboard memory. Finally, we demonstrate implementation results for a variety of VRML models with up to two orders of magnitude compression
Progressive Forest Split Compression
, 1998
"... In this paper we introduce the Progressive Forest Split (PFS) representation, a new adaptive refinement scheme for storing and transmitting manifold triangular meshes in progressive and highly compressed form. As in the Progressive Mesh (PM) method of Hoppe, a triangular mesh is represented as a low ..."
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Cited by 137 (9 self)
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In this paper we introduce the Progressive Forest Split (PFS) representation, a new adaptive refinement scheme for storing and transmitting manifold triangular meshes in progressive and highly compressed form. As in the Progressive Mesh (PM) method of Hoppe, a triangular mesh is represented as a low resolution polygonal model followed by a sequence of refinement operations, each one specifying how to add triangles and vertices to the previous level of detail to obtain a new level. The PFS format shares with PM and other refinement schemes the ability to smoothly interpolate between consecutive levels of detail. However, it achieves much higher compression ratios than PM by using a more complex refinement operation which can, at the expense of reduced granularity, be encoded more efficiently. A forest split operation doubling the number n of triangles of a mesh requires a maximum of approximately 3:5n bits to represent the connectivity changes, as opposed to approximately #5 + log 2 #n## n bits in PM. We describe
FIST: Fast industrialstrength triangulation of polygons
 Algorithmica
, 1998
"... A preliminary version of this paper has appeared as an extended abstract at CGI'98; see [26]. y ..."
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Cited by 14 (3 self)
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A preliminary version of this paper has appeared as an extended abstract at CGI'98; see [26]. y
Geometric Simplification and Compression
 in Multiresolution Surface Modeling, Course Notes #25, SIGGRAPH'97
, 1997
"... this paper focuses on polygon count reduction techniques that exploit an original triangular mesh and derive simplified models by eliminating vertices or triangles, by collapsing edges, or by merging adjacent faces. ..."
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Cited by 10 (0 self)
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this paper focuses on polygon count reduction techniques that exploit an original triangular mesh and derive simplified models by eliminating vertices or triangles, by collapsing edges, or by merging adjacent faces.
The 3D revolution: CAD access for all
 International Conference on Shape Modeling and Applications
, 1997
"... ..."
Simplification and Compression of 3D Scenes
, 1997
"... INTRODUCTION....................................................................................4 2. A SIMPLE DATASTRUCTURE FOR TRIANGULATED MESHES.................................6 3. TOPOLOGICAL CHARACTERIZATION OF POLYHEDRA........................................7 3.1 TOPOLOGICAL CONCEPTS AND DE ..."
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Cited by 4 (0 self)
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INTRODUCTION....................................................................................4 2. A SIMPLE DATASTRUCTURE FOR TRIANGULATED MESHES.................................6 3. TOPOLOGICAL CHARACTERIZATION OF POLYHEDRA........................................7 3.1 TOPOLOGICAL CONCEPTS AND DEFINITIONS .......................................................................................7 3.1.1 Topological closure, interior, and boundary............................................................................7 3.1.2 Dimensional homogeneity.................................................................................................8 3.1.3 Regularization and Boolean operations..................................................................................8 3.1.4 Connectedness, holes, and handles.......................................................................................9 3.1.5 NonManifold conditions..............................................................
Compression And Progressive Transmission Of ThreeDimensional Models
, 1998
"... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv 1. INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 1.1.1 Data Domain . . . . . . . . . . . . . . . . . . . . . . . ..."
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Cited by 2 (1 self)
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv 1. INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 1.1.1 Data Domain . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 1.1.2 Problem Statement and Challenges . . . . . . . . . . . . . . . 4 1.2 Related Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 1.2.1 StatisticalModel Codes and Other Compression Techniques . 7 1.2.2 SingleResolution Mesh Compression and Coding . . . . . . . 8 1.2.3 Progressive Meshes and Multiresolution Surfaces . . . . . . . . 10 1.2.4 Polygonal Mesh Simplification . . . . . . . . . . . . . . . . . . 12 1.3 Outline of This Thesis . . . . . . . . . . . . . . . . . . . . . . . . . . 14 2. PRELIMINARIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 2.1 Topological Concepts and Mesh Representation . . . . . . . . . . . . 16 2.2 Error Measur...
Robust Incremental Polygon Triangulation for Surface Rendering
 J. WSCG
, 2000
"... This paper presents a simple, robust and practical, yet fast algorithm for triangulation of points on the domain of trimmed Bezier surfaces. These R² points are input to this algorithm by a surface sampler. A set of polygons is formed from these samples, which are then triangulated. We also show ho ..."
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This paper presents a simple, robust and practical, yet fast algorithm for triangulation of points on the domain of trimmed Bezier surfaces. These R² points are input to this algorithm by a surface sampler. A set of polygons is formed from these samples, which are then triangulated. We also show how to update the triangulation when the samples, and hence the polygons, are updated. The output is a set of triangle strips. The algorithm includes heuristics to avoid long and thin triangles. In addition, it also detects if the sampling of the trimming curve forms any nonsimple polygons and corrects the triangulation by adding more samples. The triangulation algorithm is more generally applicable to polygons in a plane. We report an implementation of the algorithm and its performance on extensive surfacemodel walkthrough.
Abstract Decomposing Polygon Meshes for Interactive Applications
"... This paper discusses an efficient and effective framework to decompose polygon meshes into components. This is useful in various interactive graphics applications, such as, mesh editing, establishing correspondence between objects for morphing, computation of bounding volume hierarchy for collision ..."
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This paper discusses an efficient and effective framework to decompose polygon meshes into components. This is useful in various interactive graphics applications, such as, mesh editing, establishing correspondence between objects for morphing, computation of bounding volume hierarchy for collision detection and ray tracing. In this paper, we formalize the notion of a component as a subvolume of an object with homogeneous geometric and topological features. Next, we describe the proposed framework, which adapts the idea of edge contraction and space sweeping to decompose an object automatically. Finally, we demonstrate an application of this framework to improve bounding volume hierarchies constructed by stateoftheart collision detection systems such as RAPID and QuickCD.