Geometric compression for interactive transmission

被引:107
作者
Devillers, O [1 ]
Gandoin, PM [1 ]
机构
[1] INRIA, F-06902 Sophia Antipolis, France
来源
VISUALIZATION 2000, PROCEEDINGS | 2000年
关键词
geometry; compression; coding; interactivity; mesh; reconstruction; terrain models;
D O I
10.1109/VISUAL.2000.885711
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
The compression of geometric structures is a relatively new field of data compression. Since about 1995, several articles have dealt with the coding of meshes, using for most of them the following approach: the vertices of the mesh are coded in an order that partially contains the topology of the mesh. In the same time, some simple rules attempt to predict the position of each vertex from the positions of its neighbors that have been previously coded. In this article, we describe a compression algorithm whose principle is completely different: the coding order of the vertices is used to compress their coordinates, and then the topology of the mesh is reconstructed from the vertices. This algorithm achieves compression ratios that are slightly better than those of the currently available algorithms, and moreover, it allows progressive and interactive transmission of the meshes.
引用
收藏
页码:319 / 326
页数:8
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