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143
Progressive lossless compression of arbitrary simplicial complexes
 ACM Trans. Graphics (Proc. ACM SIGGRAPH 2002
, 2002
"... Efficient algorithms for compressing geometric data have been widely developed in the recent years, but they are mainly designed for closed polyhedral surfaces which are manifold or “nearly manifold”. We propose here a progressive geometry compression scheme which can handle manifold models as well ..."
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Cited by 76 (0 self)
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Efficient algorithms for compressing geometric data have been widely developed in the recent years, but they are mainly designed for closed polyhedral surfaces which are manifold or “nearly manifold”. We propose here a progressive geometry compression scheme which can handle manifold models as well as “triangle soups ” and 3D tetrahedral meshes. The method is lossless when the decompression is complete which is extremely important in some domains such as medical or finite element. While most existing methods enumerate the vertices of the mesh in an order depending on the connectivity, we use a kdtree technique [8] which does not depend on the connectivity. Then we compute a compatible sequence of meshes which can be encoded using edge expansion [14] and vertex split [24]. 1 The main contributions of this paper are: the idea of using the kdtree encoding of the geometry to drive the construction of a sequence of meshes, an improved coding of the edge expansion and vertex split since the vertices to split are implicitly defined, a prediction scheme which reduces the code for simplices incident to the split vertex, and a new generalization of the edge expansion operation to tetrahedral meshes. 1
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 67 (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
Connectivity Compression for Irregular Quadrilateral Meshes
, 2000
"... Applications that require Internet access to remote 3D datasets are often limited by the storage costs of 3D models. Several compression methods are available to address these limits for objects represented by triangle meshes. Many CAD and VRML models, however, are represented as quadrilateral mesh ..."
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Cited by 41 (11 self)
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Applications that require Internet access to remote 3D datasets are often limited by the storage costs of 3D models. Several compression methods are available to address these limits for objects represented by triangle meshes. Many CAD and VRML models, however, are represented as quadrilateral meshes or mixed triangle/quadrilateral meshes, and these models may also require compression. We present an algorithm for compressing such quadrilateral meshes, and we demonstrate that in general they may be encoded with fewer bits than triangle meshes with the same number of vertices. By preserving and exploiting the original quad structure, our approach achieves encodings 3080% smaller than an approach based on randomly splitting quads into triangles. We present both a code with a proven worstcase cost of 2.67 bits per vertex for meshes without valencetwo vertices and entropycoding results for typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the regularity of the mesh....
Fast and Effective Stripification of Polygonal Surface Models
, 1999
"... A fundamental algorithmic problem in computer graphics is that of computing a succinct encoding of a triangulation of a polygonal surface model in order to be able to transmit and render it efficiently. The goal is to take a given polygonal surface model, whose facets are given by (possibly multiply ..."
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Cited by 40 (0 self)
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A fundamental algorithmic problem in computer graphics is that of computing a succinct encoding of a triangulation of a polygonal surface model in order to be able to transmit and render it efficiently. The goal is to take a given polygonal surface model, whose facets are given by (possibly multiplyconnected) polygons, triangulate its facets, and then decompose the triangulation into a small number of "tristrips," each of which has its connectivity stored implicitly in the ordering of the data points. We develop methods that are effective in solving the stripification problem, both in theory (provably good encodings) and in practice. Our methods are based on carefully constructed search trees in the dual graph, followed by algorithms to decompose dual trees into tristrips. One decomposition algorithm is provably optimal (based on dynamic programming), allowing us a sound basis of comparison among our other (heuristic) algorithms. We demonstrate the speed and effectiveness of our algor...
Skip Strips: Maintaining Triangle Strips for Viewdependent Rendering
, 1999
"... Viewdependent simplification has emerged as a powerful tool for graphics acceleration in visualization of complex environments. However, viewdependent simplification techniques have not been able to take full advantage of the underlying graphics hardware. Specifically, triangle strips are a widely ..."
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Cited by 36 (4 self)
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Viewdependent simplification has emerged as a powerful tool for graphics acceleration in visualization of complex environments. However, viewdependent simplification techniques have not been able to take full advantage of the underlying graphics hardware. Specifically, triangle strips are a widely used hardwaresupported mechanism to compactly represent and efficiently render static triangle meshes. However, in a viewdependent framework, the triangle mesh connectivity changes at every frame making it difficult to use triangle strips. In this paper we present a novel datastructure, Skip Strip, that efficiently maintains triangle strips during such viewdependent changes. A Skip Strip stores the vertex hierarchy nodes in a skiplistlike manner with path compression. We anticipate that Skip Strips will provide a roadmap to combine rendering acceleration techniques for static datasets, typical of retainedmode graphics applications, with those for dynamic datasets found in immediatemode applications.
Simplification and Compression of 3D Meshes
 In Proceedings of the European Summer School on Principles of Multiresolution in Geometric Modelling (PRIMUS
, 1998
"... We survey recent developments in compact representations of 3D mesh data. This includes: Methods to reduce the complexity of meshes by simplification, thereby reducing the number of vertices and faces in the mesh; Methods to resample the geometry in order to optimize the vertex distribution; Methods ..."
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Cited by 35 (6 self)
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We survey recent developments in compact representations of 3D mesh data. This includes: Methods to reduce the complexity of meshes by simplification, thereby reducing the number of vertices and faces in the mesh; Methods to resample the geometry in order to optimize the vertex distribution; Methods to compactly represent the connectivity data (the graph structure defined by the edges) of the mesh; Methods to compactly represent the geometry data (the vertex coordinates) of a mesh.
MultiView Coding for Imagebased Rendering using 3D Scene Geometry
"... To store and transmit the large amount of image data necessary for Imagebased Rendering (IBR), efficient coding schemes are required. This paper presents two different approaches which exploit 3D scene geometry for multiview compression. In texturebased coding, images are converted to viewdepen ..."
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Cited by 35 (10 self)
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To store and transmit the large amount of image data necessary for Imagebased Rendering (IBR), efficient coding schemes are required. This paper presents two different approaches which exploit 3D scene geometry for multiview compression. In texturebased coding, images are converted to viewdependent texture maps for compression. In model aided predictive coding, scene geometry is used for disparity compensation and occlusion detection between images. While both coding strategies are able to attain compression ratios exceeding 2000:1, individual coding performance is found to depend on the accuracy of the available geometry model. Experiments with realworld as well as synthetic image sets show that texturebased coding is more sensitive to geometry inaccuracies than predictive coding. A rate distortion theoretical analysis of both schemes supports these findings. For reconstructed approximate geometry models, modelaided predictive coding performs best, while texturebased coding yields superior coding results if scene geometry is exactly known.
Progressive Encoding of Complex Isosurfaces
, 2003
"... Some of the largest and most intricate surfaces result from isosurface extraction of volume data produced by 3D imaging modalities and scientific simulations. Such surfaces often possess both complicated geometry and topology (i.e., many connected components and high genus). Because of their sheer s ..."
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Cited by 32 (3 self)
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Some of the largest and most intricate surfaces result from isosurface extraction of volume data produced by 3D imaging modalities and scientific simulations. Such surfaces often possess both complicated geometry and topology (i.e., many connected components and high genus). Because of their sheer size, efficient compression algorithms, in particular progressive encodings, are critical in working with these surfaces. Most standard mesh compression algorithms have been designed to deal with generally smooth surfaces of low topologic complexity. Much better results can be achieved with algorithms which are specifically designed for isosurfaces arising from volumetric datasets.