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31
ValenceDriven Connectivity Encoding for 3D Meshes
, 2001
"... In this paper, we propose a valencedriven, singleresolution encoding technique for lossless compression of triangle mesh connectivity. Building upon a valencebased approach pioneered by Touma and Gotsman 22, we design a new valencedriven conquest for arbitrary meshes that always guarantees sma ..."
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Cited by 104 (10 self)
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In this paper, we propose a valencedriven, singleresolution encoding technique for lossless compression of triangle mesh connectivity. Building upon a valencebased approach pioneered by Touma and Gotsman 22, we design a new valencedriven conquest for arbitrary meshes that always guarantees smaller compression rates than the original method. Furthermore, we provide a novel theoretical entropy study of our technique, hinting the optimality of the valencedriven approach. Finally, we demonstrate the practical efficiency of this approach (in agreement with the theoretical prediction) on a series of test meshes, resulting in the lowest compression ratios published so far, for both irregular and regular meshes, small or large.
Progressive Compression for Lossless Transmission of Triangle Meshes
, 2001
"... Lossless transmission of 3D meshes is a very challenging and timely problem for many applications, ranging from collaborative design to engineering. Additionally, frequent delays in transmissions call for progressive transmission in order for the end user to receive useful successive refinements of ..."
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Cited by 86 (3 self)
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Lossless transmission of 3D meshes is a very challenging and timely problem for many applications, ranging from collaborative design to engineering. Additionally, frequent delays in transmissions call for progressive transmission in order for the end user to receive useful successive refinements of the final mesh. In this paper, we present a novel, fully progressive encoding approach for lossless transmission of triangle meshes with a very fine granularity. A new valencedriven decimating conquest, combined with patch tiling and an original strategic retriangulation is used to maintain the regularity of valence. We demonstrate that this technique leads to good mesh quality, nearoptimal connectivity encoding, and therefore a good ratedistortion ratio throughout the transmission. We also improve upon previous lossless geometry encoding by decorrelating the normal and tangential components of the surface. For typical meshes, our method compresses connectivity down to less than 3.7 bits per vertex, 40% better in average than the best methods previously reported [5, 18]; we further reduce the usual geometry bit rates by 20% in average by exploiting the smoothness of meshes. Concretely, our technique can reduce an ascii VRML 3D model down to 1.7% of its size for a 10bit quantization (2.3% for a 12bit quantization) while providing a very progressive reconstruction.
NearOptimal Connectivity Encoding of 2Manifold Polygon Meshes
, 2002
"... ... this paper we introduce a connectivity encoding method which extends these ideas to 2manifold meshes consisting of faces with arbitrary degree. The encoding algorithm exploits duality by applying valence enumeration to both the primal and dual mesh in a symmetric fashion. It generates two sequen ..."
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Cited by 54 (6 self)
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... this paper we introduce a connectivity encoding method which extends these ideas to 2manifold meshes consisting of faces with arbitrary degree. The encoding algorithm exploits duality by applying valence enumeration to both the primal and dual mesh in a symmetric fashion. It generates two sequences of symbols, vertex valences and face degrees, and encodes them separately using two contextbased arithmetic coders. This allows us to exploit vertex and/or face regularity if present. When the mesh exhibits perfect face regularity (e.g., a pure triangle or quad mesh) and/or perfect vertex regularity (valence six or four respectively) the corresponding bit rate vanishes to zero asymptotically. For triangle meshes, our technique is equivalent to earlier valence driven approaches. We report compression results for a corpus of standard meshes. In all cases we are able to show coding gains over earlier coders, sometimes as large as 50%. Remarkably, we even slightly gain over coders specialized to triangle or quad meshes. A theoretical analysis reveals that our approach is nearoptimal as we achieve the Tutte entropy bound for arbitrary planar graphs of 2 bits per edge in the worst case.
Dynapack: SpaceTime compression of the 3D animations of triangle meshes with fixed connectivity
 ACM Symp. Computer Animation
, 2003
"... Lengyel) contains 400 frames of the same connectivity, each having 41 components with a total of 5664 triangles and 3030 vertices. Dynapack quantizes the floating point coordinates of the vertices to 13 (respectively 11, and 7) bits, shown in rows 2 (respectively 3, and 5). It compresses them down t ..."
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Cited by 48 (1 self)
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Lengyel) contains 400 frames of the same connectivity, each having 41 components with a total of 5664 triangles and 3030 vertices. Dynapack quantizes the floating point coordinates of the vertices to 13 (respectively 11, and 7) bits, shown in rows 2 (respectively 3, and 5). It compresses them down to 2.91 (respectively 2.35, and 1.37) bits, resulting in a worstcase geometric error of 0.0061 (respectively 0.024, and 0.3) percent of the size of the minimum axisaligned bounding box of the animation sequence. Note that the result of the 13bit quantization is undistinguishable from the original and yields an 11to1 compression ratio over the floatingpoint representation with a 42.1 dB signaltonoise ratio. Dynapack exploits spacetime coherence to compress the
3D Compression Made Simple: Edgebreaker on a CornerTable
 Shape Modeling International Conference
, 2001
"... Edgebreaker is a simple technique for compressing 3D triangle meshes. We introduce here a new formulation, which leads to a simple implementation. We describe it in terms of a data structure, the Corner Table, which represents the connectivity of any manifold triangle mesh as two table of integ ..."
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Cited by 41 (15 self)
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Edgebreaker is a simple technique for compressing 3D triangle meshes. We introduce here a new formulation, which leads to a simple implementation. We describe it in terms of a data structure, the Corner Table, which represents the connectivity of any manifold triangle mesh as two table of integers. For meshes that are homeomorphic to a sphere, Edgebreaker encodes these two tables with less than 2 bits per triangle. It compresses vertex locations using a parallelogram predictor. Entropy encoding reduces this cost in practice to less than a bit per triangle when the mesh is large. The detailed compression and decompression algorithms fit on a page. Through minor modifications, the Edgebreaker algorithm has been adapted to manifold meshes with holes and handles, to nontriangle meshes, and to nonmanifold meshes. A CornerTable implementation of these extensions will be described elsewhere.
Efficient Compression of NonManifold Polygonal Meshes
, 1999
"... We present a method for compressing nonmanifold polygonal meshes, i.e., polygonal meshes with singularities, which occur very frequently in the realworld. Most efficient polygonal compression methods currently available are restricted to a manifold mesh: they require converting a nonmanifold mesh ..."
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Cited by 36 (0 self)
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We present a method for compressing nonmanifold polygonal meshes, i.e., polygonal meshes with singularities, which occur very frequently in the realworld. Most efficient polygonal compression methods currently available are restricted to a manifold mesh: they require converting a nonmanifold mesh to a manifold mesh, and fail to retrieve the original model connectivity after decompression. The present method works by converting the original model to a manifold model, encoding the manifold model using an existing mesh compression technique, and clustering, or stitching together during the decompression process vertices that were duplicated earlier to faithfully recover the original connectivity. This paper focuses on efficiently encoding and decoding the stitching information. Using a naive method, the stitching information would incur a prohibitive cost, while our methods guarantee a worst case cost of O(logm) bits per vertex replication, where m is the number of nonmanifold vertices. Furthermore, when exploiting the adjacency between vertex replications, many replications can be encoded with an insignificant cost. By interleaving the connectivity, stitching information, geometry and properties, we can avoid encoding repeated vertices (and properties bound to vertices) multiple times; thus a reduction of the size of the bitstream of about 10% is obtained compared with encoding the model as a manifold.
SwingWrapper: Retiling Triangle Meshes for Better EdgeBreaker Compression
, 2003
"... We focus on the lossy compression of manifold triangle meshes. Our SwingWrapper approach partitions the surface of an original mesh M into simply connected regions, called triangloids. From these, we generate a new mesh M'. Each triangle of M' is an approximation of a triangloid of M. By constructio ..."
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Cited by 31 (11 self)
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We focus on the lossy compression of manifold triangle meshes. Our SwingWrapper approach partitions the surface of an original mesh M into simply connected regions, called triangloids. From these, we generate a new mesh M'. Each triangle of M' is an approximation of a triangloid of M. By construction, the connectivity of M' is fairly regular and can be compressed to less than a bit per triangle using EdgeBreaker or one of the other recently developed schemes. The locations of the vertices of M' are compactly encoded with our new prediction technique, which uses a single correction parameter per vertex. SwingWrapper strives to reach a userdefined output file size rather than to guarantee a given error bound. For a variety of popular models, a rate of 0.4 bits/triangle yields an L2 distortion of about 0.01% of the bounding box diagonal. The proposed solution may also be used to encode crude meshes for adaptive transmission or for controlling subdivision surfaces.
AngleAnalyzer: A TriangleQuad Mesh Codec
, 2002
"... We present AngleAnalyzer, a new singlerate compression algorithm for trianglequad hybrid meshes. Using a carefullydesigned geometrydriven mesh traversal and an efficient encoding of intrinsic mesh properties, AngleAnalyzer produces compression ratios 40% better in connectivity and 20% better ..."
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Cited by 30 (5 self)
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We present AngleAnalyzer, a new singlerate compression algorithm for trianglequad hybrid meshes. Using a carefullydesigned geometrydriven mesh traversal and an efficient encoding of intrinsic mesh properties, AngleAnalyzer produces compression ratios 40% better in connectivity and 20% better in geometry than the leading Touma and Gotsman technique for the same level of geometric distortion. The simplicity and performance of this new technique is demonstrated, and we provide extensive comparative tests to contrast our results with the current stateoftheart techniques.