SIGGRAPH '95 Proceedings of the 22nd 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)
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
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Climate Modeling with Spherical Geodesic Grids
Computing in Science and Engineering
Rendering and managing spherical data with sphere quadtrees
VIS '90 Proceedings of the 1st conference on Visualization '90
Normal vector compression of 3D mesh model based on clustering and relative indexing
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Fast normal vector compression with bounded error
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
Technical Section: CHuMI viewer: Compressive huge mesh interactive viewer
Computers and Graphics
SMI 2012: Full Encoding normal vectors using optimized spherical coordinates
Computers and Graphics
On floating-point normal vectors
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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3D models of millions of triangles invariably repeatedly use the same 12-byte unit normals. Several bit-wise compression algorithms exist for efficient storage and progressive transmission and visualization of normal vectors. However such methods often incur a reconstruction time penalty which, in the absence of dedicated hardware acceleration, make real-time rendering with such compression/reconstruction methods prohibitive. In particular, several methods use a subdivided octahedron to create look-up normals, where the bit length of normal indices varies according to the number of subdivisions used. Not much attention has been given to the error in the normals using such schemes. We show that different Platonic solids create different amounts of normals for each subdivision or bit length in bit-wise compression terms, with different distributions and associated errors. In particular we show that subdividing the icosahedron gives a smaller maximum and mean error than its counterparts Platonic solids. This result has led us to create an alternative to bit-wise compression of normal ids for real-time rendering, where we use a x5 subdivided icosahedron to create 2.5 times more normals than a x5 subdivided octahedron, with less error, and exploit the advantages of absolute normal indices that do not require reconstruction at run-time, whilst still having memory savings of over 83% when using 2-byte indices.We present results using 2-byte indices for a target max error of 1.3° degrees and 4-byte for a max error of