Coding polygon meshes as compressable ASCII
Proceedings of the seventh international conference on 3D Web technology
Proceedings of the conference on Visualization '01
Compressing polygon mesh geometry with parallelogram prediction
Proceedings of the conference on Visualization '02
BLIC: bi-level isosurface compression
Proceedings of the conference on Visualization '02
Near-optimal connectivity encoding of 2-manifold polygon meshes
Graphical Models - Special issue: Processing on large polygonal meshes
Compressing the property mapping of polygon meshes
Graphical Models - Pacific graphics 2001
Function-based representation of complex geometry and appearance
Web3D '05 Proceedings of the tenth international conference on 3D Web technology
SMI 2012: Full Progressive compression of manifold polygon meshes
Computers and Graphics
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We describe an efficient algorithm for coding the connectivity information of general polygon meshes. In contrast to most existing algorithms which are suitable only for triangular meshes, and pay a penalty for treatment of non-triangular faces, this algorithm codes the connectivity information in a direct manner. Our treatment of the special case of triangular meshes is shown to be equivalent to the Edgebreaker algorithm. Using our methods, any triangle mesh may be coded in no more than 2 bits/triangle (approximately 4 bits/vertex), a quadrilateral mesh in no more than 3.5 bits/quad (approximately 3.5 bits/vertex), and the most common case of a quad mesh with few triangles in no more than 4 bits/polygon.