SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
Real time compression of triangle mesh connectivity
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Primitives for the manipulation of general subdivisions and the computation of Voronoi
ACM Transactions on Graphics (TOG)
Converting sets of polygons to manifold surfaces by cutting and stitching
Proceedings of the conference on Visualization '98
ACM Transactions on Information Systems (TOIS)
Efficient compression of non-manifold polygonal meshes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Face fixer: compressing polygon meshes with properties
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Edgebreaker: Connectivity Compression for Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
SIBGRAPI '99 Proceedings of the XII Brazilian Symposium on Computer Graphics and Image Processing
Single Resolution Compression of Arbitrary Triangular Meshes with Properties
DCC '99 Proceedings of the Conference on Data Compression
Efficient Coding of Non-Triangular Mesh Connectivity
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Compressing the Property Mapping of Polygon Meshes
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
WebCAME: a light-weight modular client/server multiresolution rendering system
Web3D '03 Proceedings of the eighth international conference on 3D Web technology
Binary compression rates for ASCII formats
Web3D '03 Proceedings of the eighth international conference on 3D Web technology
Object identification in compressed view-dependent multiresolution meshes
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Function-based representation of complex geometry and appearance
Web3D '05 Proceedings of the tenth international conference on 3D Web technology
Middleware for streaming 3D progressive meshes over lossy networks
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Geometry compression for ASCII scenes
ACM SIGGRAPH 2002 conference abstracts and applications
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Web-based visualization of virtual archaeological sites
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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Because of the convenience of a text-based format 3D content is often published in form of a gzipped file that contains an ASCII description of the scene graph. While compressed image, audio, and video data is kept in seperate binary files, polygonal data is usually included uncompressed into the ASCII description, as there is no widely-accepted standard for compressed polygon meshes.In this paper we show how to incorporate compression of polygonal data into a purely text-based scene graph description. Our scheme codes polygon meshes as ASCII strings that compress well with standard compression schemes such as gzip. The coder is lossless when only the position and texture coordinate {\em indices} are coded. If loss is acceptable, positions and texture coordinates can be quantized and delta coded, which reduces the file size further. The gzipped scene graph description files decrease by a factor of two (six) in size when the polygon meshes they contain are coded with the lossless (lossy) ASCII coder.Furthermore we describe in detail a proof-of-concept implementation that uses the Shout3D~\cite{shout3d} pure java API---a plugin-less Web3D player that downloads all required java classes on demand. Our prototype is an extremely light-weight implementation of the decoder that can be distributed at minimal additional cost. The size of the compiled decoder class is less than 6KB by itself and less than 3KB if included into a compressed archive of java class files. It makes no use of specific features of the Shout3D API. Hence, our method will work for any scene graph API that allows (a) to extend the node set and (b) to store the scene graph as ASCII.