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159
Progressive Geometry Compression
, 2000
"... We propose a new progressive compression scheme for arbitrary topology, highly detailed and densely sampled meshes arising from geometry scanning. We observe that meshes consist of three distinct components: geometry, parameter, and connectivity information. The latter two do not contribute to the r ..."
Abstract
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Cited by 155 (12 self)
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We propose a new progressive compression scheme for arbitrary topology, highly detailed and densely sampled meshes arising from geometry scanning. We observe that meshes consist of three distinct components: geometry, parameter, and connectivity information. The latter two do not contribute to the reduction of error in a compression setting. Using semi-regular meshes, parameter and connectivity information can be virtually eliminated. Coupled with semi-regular wavelet transforms, zerotree coding, and subdivision based reconstruction we see improvements in error by a factor four (12dB) compared to other progressive coding schemes. CR Categories and Subject Descriptors: I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling - hierarchy and geometric transformations; G.1.2 [Numerical Analysis]: Approximation - approximation of surfaces and contours, wavelets and fractals; I.4.2 [Image Processing and Computer Vision]: Compression (Coding) - Approximate methods Additional K...
Spectral Compression of Mesh Geometry
, 2000
"... We show how spectral methods may be applied to 3D mesh data to obtain compact representations. This is achieved by projecting the mesh geometry onto an orthonormal basis derived from the mesh topology. To reduce complexity, the mesh is partitioned into a number of balanced submeshes with minimal int ..."
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Cited by 133 (5 self)
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We show how spectral methods may be applied to 3D mesh data to obtain compact representations. This is achieved by projecting the mesh geometry onto an orthonormal basis derived from the mesh topology. To reduce complexity, the mesh is partitioned into a number of balanced submeshes with minimal interaction, each of which are compressed independently. Our methods may be used for compression and progressive transmission of 3D content, and are shown to be vastly superior to existing methods using spatial techniques, if slight loss can be tolerated.
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.
Out-of-Core Compression for Gigantic Polygon Meshes
, 2003
"... Polygonal models acquired with emerging 3D scanning technology or from large scale CAD applications easily reach sizes of several gigabytes and do not fit in the address space of common 32-bit desktop PCs. In this paper we propose an out-of-core mesh compression technique that converts such gigantic ..."
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Cited by 63 (21 self)
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Polygonal models acquired with emerging 3D scanning technology or from large scale CAD applications easily reach sizes of several gigabytes and do not fit in the address space of common 32-bit desktop PCs. In this paper we propose an out-of-core mesh compression technique that converts such gigantic meshes into a streamable, highly compressed representation. During decompression only a small portion of the mesh needs to be kept in memory at any time. As full connectivity information is available along the decompression boundaries, this provides seamless mesh access for incremental in-core processing on gigantic meshes. Decompression speeds are CPU-limited and exceed one million vertices and two million triangles per second on a 1.8 GHz Athlon processor.
Streaming Meshes
, 2005
"... Recent years have seen an immense increase in the complexity of geometric data sets. Today's gigabyte-sized polygon models can no longer be completely loaded into the main memory of common desktop PCs. Unfortunately, current mesh formats do not account for this. They were designed years ago when mes ..."
Abstract
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Cited by 54 (16 self)
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Recent years have seen an immense increase in the complexity of geometric data sets. Today's gigabyte-sized polygon models can no longer be completely loaded into the main memory of common desktop PCs. Unfortunately, current mesh formats do not account for this. They were designed years ago when meshes were orders of magnitudes smaller. Using such formats to store large meshes is inefficient and unduly complicates all subsequent processing.
Recent advances in compression of 3D meshes
- In Advances in Multiresolution for Geometric Modelling
, 2003
"... Summary. 3D meshes are widely used in graphic and simulation applications for approximating 3D objects. When representing complex shapes in a raw data format, meshes consume a large amount of space. Applications calling for compact storage and fast transmission of 3D meshes have motivated the multit ..."
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Cited by 54 (1 self)
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Summary. 3D meshes are widely used in graphic and simulation applications for approximating 3D objects. When representing complex shapes in a raw data format, meshes consume a large amount of space. Applications calling for compact storage and fast transmission of 3D meshes have motivated the multitude of algorithms developed to efficiently compress these datasets. In this paper we survey recent developments in compression of 3D surface meshes. We survey the main ideas and intuition behind techniques for single-rate and progressive mesh coding. Where possible, we discuss the theoretical results obtained for asymptotic behavior or optimality of the approach. We also list some open questions and directions for future research. 1
Guaranteed 3.67V bit encoding of planar triangle graphs
- 11TH CANADIAN CONFERENCE ON COMPUTATIONAL GEOMETRY (CCCG'’99
, 1999
"... We present a new representation that is guaranteed to encode any planar triangle graph of V vertices in less than 3.67V bits. Our code improves on all prior solutions to this well studied problem and lies within 13% of the theoretical lower limit of the worst case guaranteed bound. It is based on a ..."
Abstract
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Cited by 53 (13 self)
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We present a new representation that is guaranteed to encode any planar triangle graph of V vertices in less than 3.67V bits. Our code improves on all prior solutions to this well studied problem and lies within 13% of the theoretical lower limit of the worst case guaranteed bound. It is based on a new encoding of the CLERS string produced by Rossignacs Edgebreaker compression [Rossignac99]. The elegance and simplicity of this technique makes it suitable for a variety of 2D and 3D triangle mesh compression applications. Simple and fast compression/decompression algorithms with linear time and space complexity are available.
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.

