Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Compression of time-dependent geometry
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Temporal and spatial level of details for dynamic meshes
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Dynapack: space-time compression of the 3D animations of triangle meshes with fixed connectivity
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Octree-based Animated Geometry Compression
DCC '04 Proceedings of the Conference on Data Compression
Wavelet compression of parametrically coherent mesh sequences
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Progressive multiresolution meshes for deforming surfaces
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Simple and efficient compression of animation sequences
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
3D Animation Compression Using Affine Transformation Matrix and Principal Component Analysis
IEICE - Transactions on Information and Systems
Compression of 3-D triangle mesh sequences based on vertex-wise motion vector prediction
IEEE Transactions on Circuits and Systems for Video Technology
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Recent advances in computer hardware have allowed three-dimensional (3D) animation models to become ubiquitous. These animation models generally comprise numerous high-resolution frame models, each, in turn, comprising ten of thousands of triangles or more. Thus, high-resolution animation models incur rather high storage and computational costs. And, indeed, many simplification methods have been proposed to overcome these challenges. For static models, the quadric error metric (QEM) method, in particular, is one of the most popular surface simplification methods. Chen subsequently extended it to animations by with the max-QEM animation simplification method. This method finds the maximum quadric error for each vertex in an animation sequence and uses this data to decrease the errors caused by simplification. But since it only considers the maximum error, it ignores the importance of shape variation across the sequence. To overcome this problem, here we propose a shape operator sequence (SOS) method to analyze and estimate the variation in sequence shape. Experimental results show that our method generates better simplifications than max-QEM. The SOS method has lower simplification errors and retains more model features than max-QEM.