GVU Technical Report Number:
GIT-GVU-99-36
Title:
Connectivity Compression for Irregular Quadrilateral Meshes
Authors:
Davis King
Jarek Rossignac
Andrzej Szymczak
Abstract:
Applications that require Internet access to remote 3D datasets are often
limited by the storage costs of 3D models. Several compression methods are
available to address these limits for objects represented by triangle
meshes. Many CAD and VRML models, however, are represented as
quadrilateral meshes or mixed triangle/quadrilateral meshes, and these
models may also require compression. We present an algorithm for encoding
the connectivity of such quadrilateral meshes, and we demonstrate that by
preserving and exploiting the original quad structure, our approach
achieves encodings 30 - 80% smaller than an approach based on randomly
splitting quads into triangles. We present both a code with a proven
worst-case cost of 3 bits per vertex (or 2.75 bits per vertex for meshes
without valence-two vertices) and entropy-coding results for typical
meshes ranging from 0.3 to 0.9 bits per vertex, depending on the
regularity of the mesh. Our method may be implemented by a rule for a
particular splitting of quads into triangles and by using the compression
and decompression algorithms introduced in [Rossignac99] and
[Rossignac&Szymczak99]. We also present extensions to the algorithm to
compress meshes with holes and handles and meshes containing triangles and
other polygons as well as quads.
Keywords:
Quadrilateral mesh, mesh compression, graph encoding, polygon mesh
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