This preview shows pages 1–2. Sign up to view the full content.
This preview has intentionally blurred sections. Sign up to view the full version.View Full Document
Unformatted text preview: J . R o s s i g n a c GVU Technical Report GIT-GVU-98-35 (revised version of GIT-GVU-98-17) page 1 Edgebreaker: Connectivity compression for triangle meshes Jarek Rossignac GVU Center, Georgia Institute of Technology Abstract Edgebreaker is a simple scheme for compressing the triangle/vertex incidence graphs (sometimes called connectivity or topology) of three-dimensional triangle meshes. Edgebreaker improves upon the worst case storage required by previously reported schemes, most of which require O(nlogn) bits to store the incidence graph of a mesh of n triangles. Edgebreaker requires only 2n bits or less for simple meshes and can also support fully general meshes by using additional storage per handle and hole. Edgebreakers compression and decompression processes perform the same traversal of the mesh from one triangle to an adjacent one. At each stage, compression produces an op-code describing the topological relation between the current triangle and the boundary of the remaining part of the mesh. Decompression uses these op-codes to reconstruct the entire incidence graph. Because Edgebreakers compression and decompression are independent of the vertex locations, they may be combined with a variety of vertex-compressing techniques that exploit topological information about the mesh to better estimate vertex locations. Edgebreaker may be used to compress the connectivity of an entire mesh bounding a 3D polyhedron or the connectivity of a triangulated surface patch whose boundary needs not be encoded. Its superior compression capabilities, the simplicity of its implementation, and its versatility make Edgebreaker particularly suitable for the emerging 3D data exchange standards for interactive graphic applications. The paper also offers a comparative survey of the rapidly growing field of geometric compression. Introduction Interactive 3D graphics already plays an important role in manufacturing, architecture, petroleum, entertainment, training, engineering analysis and simulation, medicine, and science. It promises to revolutionize electronic commerce and many aspects of human-computer interaction. For many of these applications, 3D data sets are increasingly accessed through the Internet. The number and complexity of these 3D models is growing rapidly, due to improved design and model acquisition tools, to the widespread acceptance of this technology, and to the need for higher accuracy. In many of these applications, human productivity or satisfaction would be significantly enhanced by the possibility of an immediate access to remotely located 3D data sets for visual inspection or manipulation. Even when image-based rendering [ 21 , 20 , 5 ] and progressive transmission techniques [ 12 , 14 ] for adaptive resolution graphics are used to reduce the fraction of the 3D representation that must be transferred at any given time, geometry transfer remains the bottleneck. The anticipated phone and network bandwidth increases will not, by themselves, suffice to offset the explosion of the complexity...
View Full Document
This note was uploaded on 01/24/2012 for the course CS 598 taught by Professor Staff during the Fall '08 term at University of Illinois, Urbana Champaign.
- Fall '08