Geometric compression through topological surgery
Геометрическое сжатие посредством топологической хирургии
1998-04-01
SCID: 54.1/bwj7b9mj
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3-D geometric compressionentropy encodingtopological surgerytriangulated model connectivityvertex spanning tree
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Abstract (AI)
The abundance and importance of complex 3-D data bases in major industry segments, the affordability of interactive 3-D rendering for office and consumer use, and the exploitation of the Internet to distribute and share 3-D data have intensified the need for an effective 3-D geometric compression technique that would significantly reduce the time required to transmit 3-D models over digital communication channels, and the amount of memory or disk space required to store the models. Because the prevalent representation of 3-D models for graphics purposes is polyhedral and because polyhedral models are in general triangulated for rendering, this article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms. In this scheme, vertex positions are quantized within the desired accuracy, a vertex spanning tree is used to predict the position of each vertex from 2,3, or 4 of its ancestors in the tree, and the correction vectors are entropy encoded. Properties, such as normals, colors, and texture coordinates, are compressed in a similar manner. The connectivity is encoded with no loss of information to an average of less than two bits per triangle. The vertex spanning tree and a small set of jump edges are used to split the model into a simple polygon. A triangle spanning tree and a sequence of marching bits are used to encode the triangulation of the polygon. Our approach improves on Michael Deering's pioneering results by exploiting the geometric coherence of several ancestors in the vertex spanning tree, preserving the connectivity with no loss of information, avoiding vertex repetitions, and using about three fewer bits for the connectivity. However, since decompression requires random access to all vertices, this method must be modified for hardware rendering with limited onboard memory. Finally, we demonstrate implementation results for a variety of VRML models with up to two orders of magnitude compression.
Key Findings
1
Compresses connectivity losslessly to an average of fewer than two bits per triangle using spanning trees, jump edges, and marching bits.
2
Improves on Deering’s method by exploiting multiple ancestors, avoiding vertex repetitions, preserving connectivity exactly, and using about three fewer connectivity bits.
3
Introduces a compressed representation and efficient compression/decompression algorithms for complex triangulated 3-D models.
4
Quantizes vertex positions, predicts each vertex from 2–4 ancestors in a vertex spanning tree, and entropy-encodes correction vectors.
5
The method requires random access to all vertices during decompression, necessitating modification for hardware renderers with limited onboard memory.
Research Object
complex triangulated 3-D geometric models
Research Subject
lossless connectivity and compact compression/decompression of vertex geometry and associated properties for efficient storage and transmission
Publication Details
Publication Date
1998-04-01
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