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Progressive compression for lossless transmission of triangle meshes
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Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 28th annual conference on Computer graphics and interactive techniques table of contents
Pages: 195 - 202  
Year of Publication: 2001
ISBN:1-58113-374-X
Authors
Pierre Alliez  University of Southern California
Mathieu Desbrun  University of Southern California
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 13,   Downloads (12 Months): 54,   Citation Count: 38
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ABSTRACT

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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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P. Alliez and M. Desbrun. Valence-Driven Connectivity Encoding of 3D Meshes. In Eurographics Conference Proceedings, 2001.
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M. Denny and C. Sohler. Encoding a Triangulation as a Permutation of its Point Set. 9th Canadian Conference on Computational Geometry, pages 39-43, 1997.
 
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D. King and J. Rossignac. Guaranteed 3.67v bit Encoding of Planar Triangle Graphs. In Proceedings of the 11th Canadian Conference on Computational Geometry, pages 146-149, 1999.
 
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G. Taubin, W. Horn, J. Rossignac, and F. Lazarus. Geometry Coding and VRML. In Proceedings of the IEEE, Special issue on Multimedia Signal Processing, volume 86(6), pages 1228-1243, june 1998.
 
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G. Taubin and J. Rossignac. 3D Geometry Compression, 1999-2000. ACM SIGGRAPH Conference course notes.
 
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C. Touma and C. Gotsman. Triangle Mesh Compression. In Graphics Interface 98 Conference Proceedings, pages 26-34, 1998.
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CITED BY  38

Collaborative Colleagues:
Pierre Alliez: colleagues
Mathieu Desbrun: colleagues