GVU Technical Report Number:
GIT-GVU-99-07
Title:
Optimal Bit Allocation in 3D Compression
Authors:
Davis King
Jarek Rossignac
Abstract:
To use 3D models on the Internet or in other bandwidth-limited applications,
it is often necessary to compress their triangle mesh representations. We
consider the problem of balancing two forms of lossy mesh compression:
reduction of the number of vertices by simplification, and reduction of
the number of bits of resolution used per vertex coordinate via quantization.
Let A be a triangle mesh approximation for an original model O. Suppose
that A has V vertices, each represented using B bits per coordinate. Given
a file size F for A, what are the optimal values of B and V? Given a desired
error level E, what are estimates of B and V, and how many total bits are
needed? We develop answers to these questions by using a shape complexity
measure K that allows us to express the optimal value of B for a general
model in terms of V and K alone. We give formulas linking B, V, F, E and
K, and we provide a simple algorithm for estimating the optimal B and V
for an existing triangle mesh with a given file size F.
Keywords:
3D model compression, shape complexity, vertex quantization, 3D model
simplification
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