Computer Science – Graphics
Scientific paper
2000-05-04
Computer Science
Graphics
Scientific paper
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 encoding the connectivity of such quadrilateral meshes, and we demonstrate that by preserving and exploiting the original quad structure, our approach achieves encodings 30 - 80% smaller than an approach based on randomly splitting quads into triangles. We present both a code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per vertex for meshes without valence-two vertices) and entropy-coding results for typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the regularity of the mesh. Our method may be implemented by a rule for a particular splitting of quads into triangles and by using the compression and decompression algorithms introduced in [Rossignac99] and [Rossignac&Szymczak99]. We also present extensions to the algorithm to compress meshes with holes and handles and meshes containing triangles and other polygons as well as quads.
King Davis
Rossignac Jarek
Szymczak Andrzej
No associations
LandOfFree
Connectivity Compression for Irregular Quadrilateral Meshes does not yet have a rating. At this time, there are no reviews or comments for this scientific paper.
If you have personal experience with Connectivity Compression for Irregular Quadrilateral Meshes, we encourage you to share that experience with our LandOfFree.com community. Your opinion is very important and Connectivity Compression for Irregular Quadrilateral Meshes will most certainly appreciate the feedback.
Profile ID: LFWR-SCP-O-386067