| Yi-Jen Chiang ¢ (2008) | |||||||||||||
Abstract | |||||||||||||
| Recent advances in three-dimensional acquisition, simulation, and design technologies have led to the generation of large polygonal meshes in 3D graphics. The emerging demand for efficiently storing, transmitting, and visualizing such data in networked environments has motivated graphics compression for 3D polygonal models to become a focus of increasing research in the past several years. The most common polygonal models are triangle meshes, consisting of the following two components: geometry—the 3D coordinates of the mesh vertices, and connectivity—the incidence information specifying the edges and triangle faces connecting the mesh vertices. Although there has been a significant amount of research done on graphics compression, most previous techniques focus on compressing the connectivity, rather than on the geometry information. As a result, while connectivity compression already achieves an impressive compression rate of 1.5–4 bits per vertex on an average for triangle meshes [7, 5, 1, 8], progress made in compressing geometry information has not been equally impressive. Typically, a floating-point vertex coordinate is quantized to a 10-bit or 12-bit integer (and hence 30 or 36 bits per vertex for the raw information), and the published techniques that deal with geometry compression (e.g., [2, 3, 7, 8]) generate codes whose size is 40-50 % of such raw information. Clearly, geometry compression is the major bottleneck that needs to be worked on if we hope to obtain a | |||||||||||||
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