SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A signal processing approach to fair surface design
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Optimized geometry compression for real-time rendering
VIS '97 Proceedings of the 8th conference on Visualization '97
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
New quadric metric for simplifiying meshes with appearance attributes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Optimal bit allocation in compressed 3D models
Computational Geometry: Theory and Applications - Special issue on multi-resolution modelling and 3D geometry compression
Progressive geometry compression
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Progressive compression for lossless transmission of triangle meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
An edgebreaker-based efficient compression scheme for regular meshes
Computational Geometry: Theory and Applications
IEEE Transactions on Visualization and Computer Graphics
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Model simplification using image and geometry-based metrics
Model simplification using image and geometry-based metrics
On-the-fly appearance quantization on the GPU for 3D broadcasting
Proceedings of the twelfth international conference on 3D web technology
Geometry engine optimization: cache friendly compressed representation of geometry
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Fast normal vector compression with bounded error
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Out-of-order execution for avoiding head-of-line blocking in remote 3D graphics
PSIVT'07 Proceedings of the 2nd Pacific Rim conference on Advances in image and video technology
Mesh geometry compression for mobile graphics
CCNC'10 Proceedings of the 7th IEEE conference on Consumer communications and networking conference
Data-Parallel Decompression of Triangle Mesh Topology
Computer Graphics Forum
Proceedings of the 18th International Conference on 3D Web Technology
Coarse-grained multiresolution structures for mobile exploration of gigantic surface models
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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We present a vertex compression technique suitable for efficient decompression on graphics hardware. Given a user-specified number of bits per vertex, we automatically allocate bits to vertex attributes for quantization to maximize quality, guided by an image-space error metric. This allocation accounts for the constraints of graphics hardware by packing the quantized attributes into bins associated with the hardware's vectorized vertex data elements. We show that this general approach is also applicable if the user specifies a total desired model size. We present an algorithm that integrally combines vertex decimation and attribute quantization to produce the best quality model for a user-specified data size. Such models have an appropriate balance between the number of vertices and the number of bits per vertex.Vertex data is transmitted to and optionally stored in video memory in the compressed form. The vertices are decompressed on-the-fly using a vertex program at rendering time. Our algorithms not only work well within the constraints of current graphics hardware but also generalize to a setting where these constraints are relaxed. They apply to models with a wide variety of vertex attributes, providing new tools for optimizing space and bandwidth constraints of interactive graphics applications.