Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
VVS '89 Proceedings of the 1989 Chapel Hill workshop on Volume visualization
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Proceedings of the conference on Visualization '01
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Technical Section: CHuMI viewer: Compressive huge mesh interactive viewer
Computers and Graphics
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The great advances in the field of 3D scanning technologies have enabled the creation of meshes with hundred millions of polygons. Rendering data sets of that size is time consuming even with commodity graphics hardware. The QSplat technique that has been introduced by S. Rusinkiewics and M. Levoy of Stanford University is used for the inter-active point based visualization of large 3D scenes. Nevertheless, it has some drawbacks like the storage requirement which is still higher. The objective of our work we present in this paper is to improve the per-node storage requirements of QSplat models and to minimize the transmission cost in streaming QSplat models across low-bandwidth networks or bottlenecked networks. To do that, we focus on coding strategies which provide reasonable data reduction at low decoding complexity. In this context, Huffman and relative delta encoding fit well with our purposes. The performances of the compression process are studied and the rendering algorithm is extended in order to be able to work on compressed data without loosing the original system interactivity.