Random Accessible Hierarchical Mesh Compression for Interactive Visualization
This paper presents a novel algorithm for hierarchical random accessible mesh decompression. Our approach progressively decompresses the requested parts of a mesh without decoding less interesting parts. Previous approaches divided a mesh into independently compressed charts and a base coarse mesh....
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| Vydáno v: | Computer graphics forum Ročník 28; číslo 5; s. 1311 - 1318 |
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| Hlavní autoři: | , |
| Médium: | Journal Article Konferenční příspěvek |
| Jazyk: | angličtina |
| Vydáno: |
Oxford, UK
Blackwell Publishing Ltd
01.07.2009
Wiley |
| Témata: | |
| ISSN: | 0167-7055, 1467-8659 |
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| Abstract | This paper presents a novel algorithm for hierarchical random accessible mesh decompression. Our approach progressively decompresses the requested parts of a mesh without decoding less interesting parts. Previous approaches divided a mesh into independently compressed charts and a base coarse mesh. We propose a novel hierarchical representation of the mesh. We build this representation by using a boundary‐based approach to recursively split the mesh in two parts, under the constraint that any of the two resulting submeshes should be reconstructible independently.
In addition to this decomposition technique, we introduce the concepts of opposite vertex and context dependant numbering. This enables us to achieve seemingly better compression ratios than previous work on quad and higher degree polygonal meshes. Our coder uses about 3 bits per polygon for connectivity and 14 bits per vertex for geometry using 12 bits quantification. |
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| AbstractList | This paper presents a novel algorithm for hierarchical random accessible mesh decompression. Our approach progressively decompresses the requested parts of a mesh without decoding less interesting parts. Previous approaches divided a mesh into independently compressed charts and a base coarse mesh. We propose a novel hierarchical representation of the mesh. We build this representation by using a boundary-based approach to recursively split the mesh in two parts, under the constraint that any of the two resulting submeshes should be reconstructible independently. In addition to this decomposition technique, we introduce the concepts of opposite vertex and context dependant numbering. This enables us to achieve seemingly better compression ratios than previous work on quad and higher degree polygonal meshes. Our coder uses about 3 bits per polygon for connectivity and 14 bits per vertex for geometry using 12 bits quantification. [PUBLICATION ABSTRACT] This paper presents a novel algorithm for hierarchical random accessible mesh decompression. Our approach progressively decompresses the requested parts of a mesh without decoding less interesting parts. Previous approaches divided a mesh into independently compressed charts and a base coarse mesh. We propose a novel hierarchical representation of the mesh. We build this representation by using a boundary‐based approach to recursively split the mesh in two parts, under the constraint that any of the two resulting submeshes should be reconstructible independently. In addition to this decomposition technique, we introduce the concepts of opposite vertex and context dependant numbering . This enables us to achieve seemingly better compression ratios than previous work on quad and higher degree polygonal meshes. Our coder uses about 3 bits per polygon for connectivity and 14 bits per vertex for geometry using 12 bits quantification. This paper presents a novel algorithm for hierarchical random accessible mesh decompression. Our approach progressively decompresses the requested parts of a mesh without decoding less interesting parts. Previous approaches divided a mesh into independently compressed charts and a base coarse mesh. We propose a novel hierarchical representation of the mesh. We build this representation by using a boundary-based approach to recursively split the mesh in two parts, under the constraint that any of the two resulting submeshes should be reconstructible independently. In addition to this decomposition technique, we introduce the concepts of opposite vertex and context dependant numbering. This enables us to achieve seemingly better compression ratios than previous work on quad and higher degree polygonal meshes. Our coder uses about 3 bits per polygon for connectivity and 14 bits per vertex for geometry using 12 bits quantification. This paper presents a novel algorithm for hierarchical random accessible mesh decompression. Our approach progressively decompresses the requested parts of a mesh without decoding less interesting parts. Previous approaches divided a mesh into independently compressed charts and a base coarse mesh. We propose a novel hierarchical representation of the mesh. We build this representation by using a boundary‐based approach to recursively split the mesh in two parts, under the constraint that any of the two resulting submeshes should be reconstructible independently. In addition to this decomposition technique, we introduce the concepts of opposite vertex and context dependant numbering. This enables us to achieve seemingly better compression ratios than previous work on quad and higher degree polygonal meshes. Our coder uses about 3 bits per polygon for connectivity and 14 bits per vertex for geometry using 12 bits quantification. |
| Author | Hudelot, Celine Courbet, Clement |
| Author_xml | – sequence: 1 givenname: Clement surname: Courbet fullname: Courbet, Clement – sequence: 2 givenname: Celine surname: Hudelot fullname: Hudelot, Celine |
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| References | Ramsey: Simplification of arbitrary polyhedral meshes. In IASTED Computer Graphics and Imaging 2003 (2003). 2001 2000 2003; 2003 2009 1976 1998 1986 1997 1996 2007 2006 2005 2004 2003 2002 Ramsey (e_1_2_6_23_2) 2003; 2003 e_1_2_6_18_2 e_1_2_6_19_2 e_1_2_6_12_2 e_1_2_6_13_2 e_1_2_6_10_2 e_1_2_6_11_2 e_1_2_6_16_2 e_1_2_6_17_2 e_1_2_6_14_2 e_1_2_6_15_2 e_1_2_6_20_2 e_1_2_6_8_2 e_1_2_6_7_2 e_1_2_6_9_2 e_1_2_6_4_2 e_1_2_6_3_2 e_1_2_6_6_2 e_1_2_6_5_2 e_1_2_6_24_2 e_1_2_6_2_2 e_1_2_6_22_2 e_1_2_6_21_2 e_1_2_6_26_2 e_1_2_6_25_2 |
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| SubjectTerms | and object representations Computer graphics Computer Science Data compression E.4 [Coding and Information Theory]: Data compaction and compression Graphics Hierarchies I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling-Curve I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations solid Studies surface Visualization |
| Title | Random Accessible Hierarchical Mesh Compression for Interactive Visualization |
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