51 research outputs found

    3D Compression: from A to Zip a first complete example

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    Imagens invadiram a maioria das publicacações e comunicacões contemporâneas. Esta expansão acelerou-se com o desenvolvimento de métodos eficientes de compressão da imagem. Hoje o processo da criação de imagens é baseado nos objetos multidimensionais gerados por CAD, simulações físicas, representações de dados ou soluções de problemas de otimização. Esta variedade das fontes motiva o desenho de esquemas de compressão adaptados a classes específicas de modelos. O lançamento recente do Google Sketch’up com o seu armazém de modelos 3D acelerou a passagem das imagens bidimensionais às tridimensionais. Entretanto, este o tipo de sistemas requer um acesso rápido aos modelos 3D, possivelmente gigantes, que é possível somente usando de esquemas eficientes da compressão. Esse trabalho faz parte de um tutorial ministrado no Sibgrapi 2007.Images invaded most of contemporary publications and communications. This expansion has accelerated with the development of efficient schemes dedicated to image compression. Nowadays, the image creation process relies on multidimensional objects generated from computer aided design, physical simulations, data representation or optimisation problem solutions. This variety of sources motivates the design of compression schemes adapted to specific class of models. The recent launch of Google Sketch’up and its 3D models warehouse has accelerated the shift from two-dimensional images to three-dimensional ones. However, these kind of systems require fast access to eventually huge models, which is possible only through the use of efficient compression schemes. This work is part of a tutorial given at the XXth Brazilian Symposium on Computer Graphics and Image Processing (Sibgrapi 2007)

    Schnyder woods for higher genus triangulated surfaces, with applications to encoding

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    Schnyder woods are a well-known combinatorial structure for plane triangulations, which yields a decomposition into 3 spanning trees. We extend here definitions and algorithms for Schnyder woods to closed orientable surfaces of arbitrary genus. In particular, we describe a method to traverse a triangulation of genus gg and compute a so-called gg-Schnyder wood on the way. As an application, we give a procedure to encode a triangulation of genus gg and nn vertices in 4n+O(glog(n))4n+O(g \log(n)) bits. This matches the worst-case encoding rate of Edgebreaker in positive genus. All the algorithms presented here have execution time O((n+g)g)O((n+g)g), hence are linear when the genus is fixed.Comment: 27 pages, to appear in a special issue of Discrete and Computational Geometr

    A new method for simplification and compression of 3D meshes

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    We focus on the lossy compression of manifold triangle meshes. Our SwingWrapper approach partitions the surface of an original mesh M into simply-connected regions, called triangloids. We compute a new mesh M\u27. Each triangle of M\u27 is a close approximation of a pseudo-triangle of M. By construction, the connectivity of M\u27 is fairly regular and can be compressed to less than a bit per triangle using EdgeBreaker or one of the other recently developed schemes. The locations of the vertices of M\u27 are compactly encoded with our new prediction scheme, which uses a single correction parameter per vertex. For example, a variety of popular models retiled with our approach yield 10 times fewer triangles without exceeding an error of 1% of the radius of the bounding ball. Vertices of M\u27 are encoded with an average of 6 bits, which results in a total storage of 0.4 bits per triangle of the original mesh. The proposed solution may also be used to encode crude meshes for adaptive transmission and for controlling subdivision surfaces

    Connectivity Compression for Irregular Quadrilateral Meshes

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    Applications that require Internet access to remote 3D datasets are often limited by the storage costs of 3D models. Several compression methods are available to address these limits for objects represented by triangle meshes. Many CAD and VRML models, however, are represented as quadrilateral meshes or mixed triangle/quadrilateral meshes, and these models may also require compression. We present an algorithm for encoding the connectivity of such quadrilateral meshes, and we demonstrate that by preserving and exploiting the original quad structure, our approach achieves encodings 30 - 80% smaller than an approach based on randomly splitting quads into triangles. We present both a code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per vertex for meshes without valence-two vertices) and entropy-coding results for typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the regularity of the mesh. Our method may be implemented by a rule for a particular splitting of quads into triangles and by using the compression and decompression algorithms introduced in [Rossignac99] and [Rossignac&Szymczak99]. We also present extensions to the algorithm to compress meshes with holes and handles and meshes containing triangles and other polygons as well as quads

    Schnyder woods for higher genus triangulated surfaces

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    The final version of this extended abstract has been published in "Discrete and Computational Geometry (2009)"International audienceSchnyder woods are a well known combinatorial structure for planar graphs, which yields a decomposition into 3 vertex-spanning trees. Our goal is to extend definitions and algorithms for Schnyder woods designed for planar graphs (corresponding to combinatorial surfaces with the topology of the sphere, i.e., of genus 0) to the more general case of graphs embedded on surfaces of arbitrary genus. First, we define a new traversal order of the vertices of a triangulated surface of genus g together with an orientation and coloration of the edges that extends the one proposed by Schnyder for the planar case. As a by-product we show how some recent schemes for compression and compact encoding of graphs can be extended to higher genus. All the algorithms presented here have linear time complexity

    Single-Strip Triangulation of Manifolds with Arbitrary Topology

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    Triangle strips have been widely used for efficient rendering. It is NP-complete to test whether a given triangulated model can be represented as a single triangle strip, so many heuristics have been proposed to partition models into few long strips. In this paper, we present a new algorithm for creating a single triangle loop or strip from a triangulated model. Our method applies a dual graph matching algorithm to partition the mesh into cycles, and then merges pairs of cycles by splitting adjacent triangles when necessary. New vertices are introduced at midpoints of edges and the new triangles thus formed are coplanar with their parent triangles, hence the visual fidelity of the geometry is not changed. We prove that the increase in the number of triangles due to this splitting is 50% in the worst case, however for all models we tested the increase was less than 2%. We also prove tight bounds on the number of triangles needed for a single-strip representation of a model with holes on its boundary. Our strips can be used not only for efficient rendering, but also for other applications including the generation of space filling curves on a manifold of any arbitrary topology.Comment: 12 pages, 10 figures. To appear at Eurographics 200

    Geometric 3D point cloud compression

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    The use of 3D data in mobile robotics applications provides valuable information about the robot’s environment but usually the huge amount of 3D information is unmanageable by the robot storage and computing capabilities. A data compression is necessary to store and manage this information but preserving as much information as possible. In this paper, we propose a 3D lossy compression system based on plane extraction which represent the points of each scene plane as a Delaunay triangulation and a set of points/area information. The compression system can be customized to achieve different data compression or accuracy ratios. It also supports a color segmentation stage to preserve original scene color information and provides a realistic scene reconstruction. The design of the method provides a fast scene reconstruction useful for further visualization or processing tasks.This work has been supported by the Spanish Government DPI2013-40534-R grant

    Novel 3D compression methods for geometry, connectivity and texture

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    A large number of applications in medical visualization, games, engineering design, entertainment, heritage, e-commerce and so on require the transmission of 3D models over the Internet or over local networks. 3D data compression is an important requirement for fast data storage, access and transmission within bandwidth limitations. The Wavefront OBJ (object) file format is commonly used to share models due to its clear simple design. Normally each OBJ file contains a large amount of data (e.g. vertices and triangulated faces, normals, texture coordinates and other parameters) describing the mesh surface. In this paper we introduce a new method to compress geometry, connectivity and texture coordinates by a novel Geometry Minimization Algorithm (GM-Algorithm) in connection with arithmetic coding. First, each vertex (x, y, z) coordinates are encoded to a single value by the GM-Algorithm. Second, triangle faces are encoded by computing the differences between two adjacent vertex locations, which are compressed by arithmetic coding together with texture coordinates. We demonstrate the method on large data sets achieving compression ratios between 87%—99% without reduction in the number of reconstructed vertices and triangle faces. The decompression step is based on a Parallel Fast Matching Search Algorithm (Parallel-FMS) to recover the structure of the 3D mesh. A comparative analysis of compression ratios is provided with a number of commonly used 3D file formats such as VRML, OpenCTM and STL highlighting the performance and effectiveness of the proposed method

    Mesh compression: Theory and practice.

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    Three-dimensional meshes (3D meshes, for short) are fast becoming an emerging media type, used in a variety of application domains such as engineering design, manufacture, architecture, bio-informatics, medicine, entertainment, commerce, science, defense, etc. The volume of data of this media type that is being circulated on the internet is increasing very rapidly and is being used as frequently as other media types like text, audio (1D), images and video (2D). Hence, 3D meshes need good processing and visualization methods. Also, the sizes of these meshes are much greater than the other media types mentioned above and often exceeds the memory and bandwidth available for their storage and transmission. Compression schemes for such large 3D meshes have become a subject of intense study lately. Meshes are either made up of triangles or quadrilaterals. Meshes made up of only triangles are called triangle meshes and meshes made up of quadrilaterals are called quadrilateral meshes (quad meshes, for short). A mesh is described by specifying its geometry (vertex coordinates) and its connectivity (adjacencies of the triangles or quadrilaterals). Previous research on mesh compression has been mostly for triangle meshes. Quad meshes were traditionally handled by first triangulating them and then applying triangle mesh compression techniques. In order to avoid this additional triangulation step, a direct technique is proposed for compressing and decompressing the connectivity of quad meshes. This technique takes a quad mesh as input and encodes its connectivity as a sequence of opcodes which can be restored back to the quad mesh, using the decompression technique. A data structure called EdgeTable is introduced to aid in the traversal of a quad mesh during compression. Also, a technique based on constrained Delaunay triangulation for reconstructing the connectivity of a 2D mesh from its geometry and a minimum set of edges is proposed. Source: Masters Abstracts International, Volume: 44-03, page: 1393. Thesis (M.Sc.)--University of Windsor (Canada), 2005
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