SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
3D Part Segmentation Using Simulated Electrical Charge Distributions
IEEE Transactions on Pattern Analysis and Machine Intelligence
Real time compression of triangle mesh connectivity
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Hierarchical face clustering on polygonal surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Edgebreaker: Connectivity Compression for Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
Partitioning 3D Surface Meshes Using Watershed Segmentation
IEEE Transactions on Visualization and Computer Graphics
Embedded coding of 3D graphic models
ICIP '97 Proceedings of the 1997 International Conference on Image Processing (ICIP '97) 3-Volume Set-Volume 1 - Volume 1
3D Mesh Compression Using an Efficient Neighborhood-based Segmentation
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
An efficient and robust algorithm for 3D mesh segmentation
Multimedia Tools and Applications
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Due to the popularity of polygonal models in Virtual Reality applications, three-dimensional (3D) mesh compression and segmentation are two active areas of 3D object modeling. Most existing 3D compression algorithms compress the whole object to reduce the local storage requirement and the delays in transmitting objects over the Internet. However, in some interactive applications, the client may be interested in particular section(s) of the object. The server needs to segment the object into parts and send them individually or sequentially. This paper presents a segmentation-based 3D mesh compression scheme that can meet this requirement. We propose an efficient eXtended Multi-Ring neighborhood- (XMR) based 3D mesh segmentation algorithm that decomposes the object into meaningful regions. We then compress them separately and put them into one stream. The common boundary triangles that will be used for sticking the regions together are processed and appended to the end of the stream. This is referred to as a region-conquer-and-stitch scheme.