TY - GEN
T1 - Progressive compression for lossless transmission of triangle meshes
AU - Alliez, Pierre
AU - Desbrun, Mathieu
PY - 2001/1/1
Y1 - 2001/1/1
N2 - 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.
AB - 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.
KW - connectivity encoding
KW - geometry encoding
KW - levels of details
KW - mesh decimation
KW - progressive transmission
KW - triangle mesh compression
U2 - 10.1145/383259.383281
DO - 10.1145/383259.383281
M3 - Conference contribution
AN - SCOPUS:84907017668
SN - 158113374X
SN - 9781581133745
T3 - Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001
SP - 195
EP - 202
BT - Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001
PB - Association for Computing Machinery
T2 - 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001
Y2 - 12 August 2001 through 17 August 2001
ER -