Binary compression rates for ASCII formats

  • Authors:
  • Martin Isenburg;Jack Snoeyink

  • Affiliations:
  • University of North Carolina at Chapel Hill;University of North Carolina at Chapel Hill

  • Venue:
  • Web3D '03 Proceedings of the eighth international conference on 3D Web technology
  • Year:
  • 2003

Quantified Score

Hi-index 0.00

Visualization

Abstract

Geometry compression for VRML has been an important item on the wish-list of the Web3D Consortium since 1996. It was widely understood that a binary format would be required to allow compressed geometry, which explains why there is still no geometry compression in VRML. We demonstrate here a compression technique that does not require a binary format and that is able to achieve bit-rates that are within 1 to 2 percent of those of a binary benchmark coder.Furthermore, our technique will allow complete conformance between the current ASCII standard and the future binary standard of VRML (or X3D). Translating between the two will not require to invoke complex compression or decompression schemes. Compressed nodes have an ASCII as well as a binary representation and conversion from one to the other is a simple symbolic mapping. The same decompression algorithm can be used to inflate a compressed node, no matter whether it was stored in ASCII or in binary.We do not argue against a binary format for VRML. A binary format will reduce parse time and might store a scene even more compactly. We argue to support geometry compression now ... without waiting for a binary specification.