The JPEG still picture compression standard
Communications of the ACM - Special issue on digital multimedia systems
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
MAPS: multiresolution adaptive parameterization of surfaces
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A Model of Saliency-Based Visual Attention for Rapid Scene Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Progressive geometry compression
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Spectral compression of mesh geometry
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Multimedia Systems, Standards and Networks
Multimedia Systems, Standards and Networks
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Progressive lossless compression of arbitrary simplicial complexes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Visualization and Computer Graphics
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Estimating the tensor of curvature of a surface from a polyhedral approximation
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Texture Synthesis by Non-Parametric Sampling
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
High-pass quantization for mesh encoding
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Geometry-guided progressive lossless 3D mesh coding with octree (OT) decomposition
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
High dynamic range texture compression for graphics hardware
ACM SIGGRAPH 2006 Papers
Tracking shape change using a 3D skeleton hierarchy
ACM SIGGRAPH 2006 Research posters
PACKMAN: texture compression for mobile phones
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Perceptual Analysis of Level-of-Detail: The JND Approach
ISM '06 Proceedings of the Eighth IEEE International Symposium on Multimedia
ETC2: texture compression using invalid combinations
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Technologies for 3D mesh compression: A survey
Journal of Visual Communication and Image Representation
Scalable L-Infinite Coding of Meshes
IEEE Transactions on Visualization and Computer Graphics
The JPEG 2000 Suite
ITEM: inter-texture error measurement for 3D meshes
Proceedings of the 16th International Conference on 3D Web Technology
Quality metric for approximating subjective evaluation of 3-D objects
IEEE Transactions on Multimedia
Wavelet-based color image compression: exploiting the contrast sensitivity function
IEEE Transactions on Image Processing
3-D Mesh Geometry Compression With Set Partitioning in the Spectral Domain
IEEE Transactions on Circuits and Systems for Video Technology
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3D mesh compression is essential in the context of network-based virtual worlds, but so are objective and subjective fidelity of the reconstructed mesh to the original one. Unfortunately, it is difficult to establish a fair way to compare objectively two textured, triangular 3D meshes meant to approximate the surface of the same 3D object. We explain why by elaborating on how the geometric distance between two meshes can be estimated, after introducing some basic concepts related to mesh shape and a brief taxonomy of static 3D mesh coding techniques. We review a selection of such coding techniques, almost all of which deal only with the shape of the surface, and then focus on surface appearance, usually described separately with a texture to be mapped onto the 3D mesh at rendering time, and we also review existing techniques specifically devised to compress textures meant for 3D models. Finally, we discuss the even larger complexity of establishing any reasonable way to compare the subjective quality of the experience produced by two versions of the same 3D object, especially if different rendering methods may be used.