Results 1 - 10
of
298
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 239 (13 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 234 (6 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 121 (12 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 99 (4 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.
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 whe ..."
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Cited by 86 (18 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.
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 81 (23 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.
Compression of Soft-Body Animation Sequences
- Computers & Graphics
, 2004
"... We describe a compression scheme for the geometry component of 3D animation sequences. This scheme is based on the principle component analysis (PCA) method, which represents the animation sequence using a small number of basis functions. Second-order linear prediction coding (LPC) is applied to the ..."
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Cited by 78 (0 self)
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We describe a compression scheme for the geometry component of 3D animation sequences. This scheme is based on the principle component analysis (PCA) method, which represents the animation sequence using a small number of basis functions. Second-order linear prediction coding (LPC) is applied to the PCA coefficients in order to further reduce the code size by exploiting the temporal coherence present in the sequence. Our results show that applying LPC to the PCA scheme results in significant performance improvements relative to other coding methods. The use of these codes will make animated 3D data more accessible for graphics and visualization applications.
TELE-IMMERSIVE ENVIRONMENTS BY
, 2007
"... Urbana, Illinoissenting the user interest in the application layer. The design of the management framework revolves around the concept of view-aware multi-stream coordination, which leverages the central role of view semantics in 3D free-viewpoint video systems. Second, in the stream differentiation ..."
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Cited by 71 (2 self)
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Urbana, Illinoissenting the user interest in the application layer. The design of the management framework revolves around the concept of view-aware multi-stream coordination, which leverages the central role of view semantics in 3D free-viewpoint video systems. Second, in the stream differentiation layer we present the design of view to stream mapping, where a subset of relevant streams are selected based on the relative importance of each stream to the current view. Conventional streaming controllers focus on a fixed set of streams specified by the application. Different from all the others, in our management framework the application layer only specifies the view information while the underlying controller dynamically determines the set of streams to be managed. Third, in the stream coordination layer we present two designs applicable in different situations. In the case of end-to-end 3DTI communication, a learning-based controller is embedded which provides bandwidth allocation for relevant streams. In the case of multi-party 3DTI communication, we propose a novel ViewCast protocol to coordinate the multi-stream content dissemination upon an end-system overlay network. Finally, we embed 3DTI session management in the framework which facilitates
Presenting route instructions on mobile devices
- In Proceedings of IUI 03
, 2003
"... In this paper, we evaluate several means of presenting route language-independent description of a route segment, we show how to generate various presentations for a mobile device ranging from spoken instructions to 3D visualizations. We then examine the relationship between the quality of positiona ..."
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Cited by 67 (3 self)
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In this paper, we evaluate several means of presenting route language-independent description of a route segment, we show how to generate various presentations for a mobile device ranging from spoken instructions to 3D visualizations. We then examine the relationship between the quality of positional information, available resources and the different types of presentations. The paper concludes with guidelines that help to determine, which presentation to choose for a given situation.