Hierarchical face clustering on polygonal surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Hardware-compatible vertex compression using quantization and simplification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Designing Graphics Programming Interfaces for Mobile Devices
IEEE Computer Graphics and Applications
Technologies for 3D mesh compression: A survey
Journal of Visual Communication and Image Representation
Feature sensitive out-of-core chartification of large polygonal meshes
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Hi-index | 0.00 |
This paper presents a compression scheme for mesh geometry, which is suitable for mobile graphics. The main focus is to enable real-time decoding of compressed vertex positions while providing reasonable compression ratios. Our scheme is based on local quantization of vertex positions with mesh partitioning. To prevent visual seams along the partitioning boundaries, we constrain the locally quantized cells of all mesh partitions to have the same size and aligned local axes. We propose a mesh partitioning algorithm to minimize the size of locally quantized cells, which relates to the distortion of a restored mesh. Vertex coordinates are stored in main memory and transmitted to graphics hardware for rendering in the quantized form, saving memory space and system bus bandwidth. Decoding operation is combined with model geometry transformation, and the only overhead to restore vertex positions is one matrix multiplication for each mesh partition.