[PDF][PDF] Compression of time-dependent geometry

JE Lengyel - Proceedings of the 1999 symposium on Interactive 3D …, 1999 - dl.acm.org
JE Lengyel
Proceedings of the 1999 symposium on Interactive 3D graphics, 1999dl.acm.org
Compression for static geometry has been discussed [Deering 19951 and refined [Chow
1997][Gumhold+ Srrat3er 19981, with typical compression ratios of 10-15x (over the raw 32
bit floating point vertices and triangle connectivity), and, for some meshes, up to 50X
[Taubin+ Rossignac 1998][Taubin eta1 1998][Touma+ Gotsman 19981. A codec by Bossen
et al [MPEG4 19981 compresses at 3-50x, with a median compression of 13x. These codecs
compress the triangle connectivity and positions for static meshes. This paper describes how …
Compression for static geometry has been discussed [Deering 19951 and refined [Chow 1997][Gumhold+ Srrat3er 19981, with typical compression ratios of 10-15x (over the raw 32 bit floating point vertices and triangle connectivity), and, for some meshes, up to 50X [Taubin+ Rossignac 1998][Taubin eta1 1998][Touma+ Gotsman 19981. A codec by Bossen et al [MPEG4 19981 compresses at 3-50x, with a median compression of 13x. These codecs compress the triangle connectivity and positions for static meshes. This paper describes how to compress dynamic meshes. Geometry should be a first-class media stream. Geometry is no longer a “bag of triangles” that changes little from frame to frame. There has been a great deal of research on how to compress streaming media such as voice and video, but to my knowledge no one has presented techniques for taking advantage of the coherence in the generic animated 3D geometry stream.
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