78 research outputs found

    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

    Progressive Compression of Triangle Meshes

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    International audienceThis paper details the first publicly available implementation of the progressive mesh compression algorithm described in the paper entitled "Compressed Progressive Meshes" [R. Pajarola and J. Rossignac, IEEE Transactions on Visualization and Computer Graphics, 6 (2000), pp. 79-93]. Our implementation is generic, modular, and includes several improvements in the stopping criteria and final encoding. Given an input 2-manifold triangle mesh, an iterative simplification is performed, involving batches of edge collapse operations guided by an error metric. During this compression step, all the information necessary for the reconstruction (at the decompression step) is recorded and compressed using several key features: geometric quantization, prediction, and spanning tree encoding. Our implementation allowed us to carry out an experimental comparison of several settings for the key parameters of the algorithm: the local error metric, the position type of the resulting vertex (after collapse), and the geometric predictor. Source Code The proposed implementation is publicly available through the MEPP2 platform [20]. The algorithm can be used either as a command-line executable or integrated into the MEPP2 GUI. The source code is written in C++ and is accessible on the IPOL web page of this article 1 , as well as on the GitHub page of MEPP2 (MEPP-team/MEPP2 project 2)

    Wavelet-based multiresolution data representations for scalable distributed GIS services

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    Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 2002.Includes bibliographical references (p. 155-160).Demand for providing scalable distributed GIS services has been growing greatly as the Internet continues to boom. However, currently available data representations for these services are limited by a deficiency of scalability in data formats. In this research, four types of multiresolution data representations based on wavelet theories have been put forward. The designed Wavelet Image (WImg) data format helps us to achieve dynamic zooming and panning of compressed image maps in a prototype GIS viewer. The Wavelet Digital Elevation Model (WDEM) format is developed to deal with cell-based surface data. A WDEM is better than a raster pyramid in that a WDEM provides a non-redundant multiresolution representation. The Wavelet Arc (WArc) format is developed for decomposing curves into a multiresolution format through the lifting scheme. The Wavelet Triangulated Irregular Network (WTIN) format is developed to process general terrain surfaces based on the second generation wavelet theory. By designing a strategy to resample a terrain surface at subdivision points through the modified Butterfly scheme, we achieve the result: only one wavelet coefficient needs to be stored for each point in the final representation. In contrast to this result, three wavelet coefficients need to be stored for each point in a general 3D object wavelet-based representation. Our scheme is an interpolation scheme and has much better performance than the Hat wavelet filter on a surface. Boundary filters are designed to make the representation consistent with the rectangular boundary constraint.(cont.) We use a multi-linked list and a quadtree array as the data structures for computing. A method to convert a high resolution DEM to a WTIN is also provided. These four wavelet-based representations provide consistent and efficient multiresolution formats for online GIS. This makes scalable distributed GIS services more efficient and implementable.by Jingsong Wu.Ph.D

    Survey of semi-regular multiresolution models for interactive terrain rendering

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    Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accurac

    Scalable Realtime Rendering and Interaction with Digital Surface Models of Landscapes and Cities

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    Interactive, realistic rendering of landscapes and cities differs substantially from classical terrain rendering. Due to the sheer size and detail of the data which need to be processed, realtime rendering (i.e. more than 25 images per second) is only feasible with level of detail (LOD) models. Even the design and implementation of efficient, automatic LOD generation is ambitious for such out-of-core datasets considering the large number of scales that are covered in a single view and the necessity to maintain screen-space accuracy for realistic representation. Moreover, users want to interact with the model based on semantic information which needs to be linked to the LOD model. In this thesis I present LOD schemes for the efficient rendering of 2.5d digital surface models (DSMs) and 3d point-clouds, a method for the automatic derivation of city models from raw DSMs, and an approach allowing semantic interaction with complex LOD models. The hierarchical LOD model for digital surface models is based on a quadtree of precomputed, simplified triangle mesh approximations. The rendering of the proposed model is proved to allow real-time rendering of very large and complex models with pixel-accurate details. Moreover, the necessary preprocessing is scalable and fast. For 3d point clouds, I introduce an LOD scheme based on an octree of hybrid plane-polygon representations. For each LOD, the algorithm detects planar regions in an adequately subsampled point cloud and models them as textured rectangles. The rendering of the resulting hybrid model is an order of magnitude faster than comparable point-based LOD schemes. To automatically derive a city model from a DSM, I propose a constrained mesh simplification. Apart from the geometric distance between simplified and original model, it evaluates constraints based on detected planar structures and their mutual topological relations. The resulting models are much less complex than the original DSM but still represent the characteristic building structures faithfully. Finally, I present a method to combine semantic information with complex geometric models. My approach links the semantic entities to the geometric entities on-the-fly via coarser proxy geometries which carry the semantic information. Thus, semantic information can be layered on top of complex LOD models without an explicit attribution step. All findings are supported by experimental results which demonstrate the practical applicability and efficiency of the methods

    Diamond-based models for scientific visualization

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    Hierarchical spatial decompositions are a basic modeling tool in a variety of application domains including scientific visualization, finite element analysis and shape modeling and analysis. A popular class of such approaches is based on the regular simplex bisection operator, which bisects simplices (e.g. line segments, triangles, tetrahedra) along the midpoint of a predetermined edge. Regular simplex bisection produces adaptive simplicial meshes of high geometric quality, while simplifying the extraction of crack-free, or conforming, approximations to the original dataset. Efficient multiresolution representations for such models have been achieved in 2D and 3D by clustering sets of simplices sharing the same bisection edge into structures called diamonds. In this thesis, we introduce several diamond-based approaches for scientific visualization. We first formalize the notion of diamonds in arbitrary dimensions in terms of two related simplicial decompositions of hypercubes. This enables us to enumerate the vertices, simplices, parents and children of a diamond. In particular, we identify the number of simplices involved in conforming updates to be factorial in the dimension and group these into a linear number of subclusters of simplices that are generated simultaneously. The latter form the basis for a compact pointerless representation for conforming meshes generated by regular simplex bisection and for efficiently navigating the topological connectivity of these meshes. Secondly, we introduce the supercube as a high-level primitive on such nested meshes based on the atomic units within the underlying triangulation grid. We propose the use of supercubes to associate information with coherent subsets of the full hierarchy and demonstrate the effectiveness of such a representation for modeling multiresolution terrain and volumetric datasets. Next, we introduce Isodiamond Hierarchies, a general framework for spatial access structures on a hierarchy of diamonds that exploits the implicit hierarchical and geometric relationships of the diamond model. We use an isodiamond hierarchy to encode irregular updates to a multiresolution isosurface or interval volume in terms of regular updates to diamonds. Finally, we consider nested hypercubic meshes, such as quadtrees, octrees and their higher dimensional analogues, through the lens of diamond hierarchies. This allows us to determine the relationships involved in generating balanced hypercubic meshes and to propose a compact pointerless representation of such meshes. We also provide a local diamond-based triangulation algorithm to generate high-quality conforming simplicial meshes

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor
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