Arithmetic coding for data compression
Communications of the ACM
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
ACM Transactions on Information Systems (TOIS)
Face fixer: compressing polygon meshes with properties
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Extensible MPEG-4 textual format (XMT)
MULTIMEDIA '00 Proceedings of the 2000 ACM workshops on Multimedia
Coding polygon meshes as compressable ASCII
Proceedings of the seventh international conference on 3D Web technology
Compressing polygon mesh geometry with parallelogram prediction
Proceedings of the conference on Visualization '02
Compressing the Property Mapping of Polygon Meshes
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
A QoS controller for adaptive streaming of 3D triangular scenes
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Streaming compressed 3D data on the web using JavaScript and WebGL
Proceedings of the 18th International Conference on 3D Web Technology
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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.