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26
Valence-Driven Connectivity Encoding for 3D Meshes
, 2001
"... In this paper, we propose a valence-driven, single-resolution encoding technique for lossless compression of triangle mesh connectivity. Building upon a valence-based approach pioneered by Touma and Gotsman 22, we design a new valence-driven conquest for arbitrary meshes that always guarantees sma ..."
Abstract
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Cited by 91 (8 self)
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In this paper, we propose a valence-driven, single-resolution encoding technique for lossless compression of triangle mesh connectivity. Building upon a valence-based approach pioneered by Touma and Gotsman 22, we design a new valence-driven 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 valence-driven 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 74 (2 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 valence-driven 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, near-optimal connectivity encoding, and therefore a good rate-distortion 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 10-bit quantization (2.3% for a 12-bit quantization) while providing a very progressive reconstruction.
Near-Optimal Connectivity Encoding of 2-Manifold 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 45 (5 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 context-based 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 near-optimal as we achieve the Tutte entropy bound for arbitrary planar graphs of 2 bits per edge in the worst case.
Dynapack: Space-Time 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 ..."
Abstract
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Cited by 37 (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 worst-case geometric error of 0.0061 (respectively 0.024, and 0.3) percent of the size of the minimum axis-aligned bounding box of the animation sequence. Note that the result of the 13-bit quantization is undistinguishable from the original and yields an 11-to-1 compression ratio over the floating-point representation with a 42.1 dB signal-to-noise ratio. Dynapack exploits space-time coherence to compress the
3D Compression Made Simple: Edgebreaker on a Corner-Table
- 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 36 (13 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 non-manifold meshes. A Corner-Table implementation of these extensions will be described elsewhere.
Efficient Compression of Non-Manifold Polygonal Meshes
, 1999
"... We present a method for compressing non-manifold polygonal meshes, i.e., polygonal meshes with singularities, which occur very frequently in the real-world. Most efficient polygonal compression methods currently available are restricted to a manifold mesh: they require converting a non-manifold mesh ..."
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Cited by 35 (0 self)
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We present a method for compressing non-manifold polygonal meshes, i.e., polygonal meshes with singularities, which occur very frequently in the real-world. Most efficient polygonal compression methods currently available are restricted to a manifold mesh: they require converting a non-manifold 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 non-manifold 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 bit-stream 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 29 (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 user-defined 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.
Angle-Analyzer: A Triangle-Quad Mesh Codec
, 2002
"... We present Angle-Analyzer, a new single-rate compression algorithm for triangle-quad hybrid meshes. Using a carefully-designed geometry-driven 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 27 (5 self)
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We present Angle-Analyzer, a new single-rate compression algorithm for triangle-quad hybrid meshes. Using a carefully-designed geometry-driven 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 state-of-the-art techniques.
Edgebreaker: A Simple Compression for Surfaces with Handles
- In Proceedings of the seventh ACM symposium on Solid modeling and applications
, 2002
"... The Edgebreaker is an efficient scheme for compressing triangulated surfaces. A surprisingly simple implementation of Edgebreaker has been proposed for surfaces homeomorphic to a sphere. It uses the Corner-Table data structure, which represents the connectivity of a triangulated surface by two table ..."
Abstract
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Cited by 13 (7 self)
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The Edgebreaker is an efficient scheme for compressing triangulated surfaces. A surprisingly simple implementation of Edgebreaker has been proposed for surfaces homeomorphic to a sphere. It uses the Corner-Table data structure, which represents the connectivity of a triangulated surface by two tables of integers, and encodes them with less than 2 bits per triangle. We extend this simple formulation to deal with triangulated surfaces with handles and present the detailed pseudocode for the encoding and decoding algorithms (which take one page each). We justify the validity of the proposed approach using the mathematical formulation of the Handlebody theory for surfaces, which explains the topological changes that occur when two boundary edges of a portion of a surface are identified.

