1,220 research outputs found
Connectivity Compression for Irregular Quadrilateral Meshes
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
Sweep encoding: Serializing space subdivision schemes for optimal slicing
Slicing a model (computing thin slices of a geometric or volumetric model with a sweeping plane) is necessary for several applications ranging from 3D printing to medical imaging. This paper introduces a technique designed to compute these slices efficiently, even for huge and complex models. We voxelize the volume of the model at a required resolution and show how to encode this voxelization in an out-of-core octree using a novel Sweep Encoding linearization. This approach allows for efficient slicing with bounded cost per slice. We discuss specific applications, including 3D printing, and compare these octrees’ performance against the standard representations in the literature.This work has been partially funded by the Spanish Ministry of Science and Innovation (MCIN / AEI / 10.13039/501100011033) and FEDER (‘‘A way to make Europe’’) under grant TIN2017- 88515-C2-1-R.Peer ReviewedPostprint (published version
Survey of semi-regular multiresolution models for interactive terrain rendering
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
The Representation of symmetric patterns using the quadtree data structure
Hierarchical data structures for image representation have been widely explored in recent years. These data structures are based on the principle of recursive decomposition of an image region. The most commonly mentioned picture data structure for two-dimensional data is referred to as a quadtree . The purpose of this thesis is to investigate the use of a general quadtree scheme as a means of representing symmetric images. Specifically, images are generated according to the rules of selected two-dimensional plane symmetry groups
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