SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Dimension reduction by local principal component analysis
Neural Computation
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
Real time compression of triangle mesh connectivity
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Compression of time-dependent geometry
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Progressive geometry compression
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Spectral compression of mesh geometry
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Progressive compression for lossless transmission of triangle meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Eigen-Texture Method: Appearance Compression and Synthesis Based on a 3D Model
IEEE Transactions on Pattern Analysis and Machine Intelligence
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Image-based 3D photography using opacity hulls
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient compression and rendering of multi-resolution meshes
Proceedings of the conference on Visualization '02
Edgebreaker: Connectivity Compression for Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
Dynapack: space-time compression of the 3D animations of triangle meshes with fixed connectivity
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geometry videos: a new representation for 3D animations
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Eigenspace-Based Recognition of Faces: Comparisons and a New Approach
ICIAP '01 Proceedings of the 11th International Conference on Image Analysis and Processing
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
Wavelet compression of parametrically coherent mesh sequences
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
R-D optimized compression of 3-D mesh sequences based on principal component analysis
Proceedings of the 44th annual Southeast regional conference
Segment-based human motion compression
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Optimized MPEG-4 animation encoder for motion capture data
Proceedings of the twelfth international conference on 3D web technology
Skinning arbitrary deformations
Proceedings of the 2007 symposium on Interactive 3D graphics and games
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Impact of vertex clustering on registration-based 3D dynamic mesh coding
Image and Vision Computing
3D Animation Compression Using Affine Transformation Matrix and Principal Component Analysis
IEICE - Transactions on Information and Systems
SNR and temporal scalable coding of 3-D mesh sequences using singular value decomposition
Journal of Visual Communication and Image Representation
Single-rate near lossless compression of animated geometry
Computer-Aided Design
Discovering Process Models from Unlabelled Event Logs
BPM '09 Proceedings of the 7th International Conference on Business Process Management
Shape-based simplification for 3d animation models using shape operator sequences
CIT'10 Proceedings of the 4th international conference on Communications and information technology
Analysing the influence of vertex clustering on PCA-based dynamic mesh compression
AMDO'10 Proceedings of the 6th international conference on Articulated motion and deformable objects
Multiple description coding of animated meshes
Image Communication
Subtractive clustering of vertices for CPCA based animation geometry compression
Proceedings of the Seventh Indian Conference on Computer Vision, Graphics and Image Processing
Improved prediction methods for scalable predictive animated mesh compression
Journal of Visual Communication and Image Representation
Optimised mesh traversal for dynamic mesh compression
Graphical Models
Compression of complex animated meshes
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Time-varying volume geometry compression with 4d lifting wavelet transform
GMP'06 Proceedings of the 4th international conference on Geometric Modeling and Processing
Compression techniques for 3d video mesh sequences
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
Interactive steering of mesh animations
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
The alpha parallelogram predictor: A lossless compression method for motion capture data
Information Sciences: an International Journal
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We present a new geometry compression method for animations, which is based on the clustered principal component analysis (CPCA). Instead of analyzing the set of vertices for each frame, our method analyzes the set of paths for all vertices for a certain animation length. Thus, using a data-driven approach, it can identify mesh parts, that are "coherent" over time. This usually leads to a very efficient and robust segmentation of the mesh into meaningful clusters, e.g. the wings of a chicken. These parts are then compressed separately using standard principal component analysis (PCA). Each of this clusters can be compressed more efficiently with lesser PCA components compared to previous approaches. Results show, that the new method outperforms other compression schemes like pure PCA based compression or combinations with linear prediction coding, while maintaining a better reconstruction error. This is true, even if the components and weights are quantized before transmission. The reconstruction process is very simple and can be performed directly on the GPU.