This paper presents a novel approach for mesh compression, which we call multiresolution random accessible mesh compression. In contrast to previous mesh compression techniques, the approach enables us to progressively decompress an arbitrary portion of a mesh without decoding other non-interesting parts. This simultaneous support of random accessibility and progressiveness is accomplished by adapting selective refinement of a multiresolution mesh to the mesh compression domain. We present a theoretical analysis of our connectivity coding scheme and provide several experimental results. The performance of our coder is about 11 bits for connectivity and 21 bits for geometry with 12-bit quantization, which can be considered reasonably good under the constraint that no fixed neighborhood information can be used for coding to support decompression in a random order.
This paper presents a compression scheme for mesh geometry, which is suitable for mobile graphics. The main focus is to enable real-time decoding of compressed vertex positions while providing reasonable compression ratios. Our scheme is based on local quantization of vertex positions with mesh partitioning. To prevent visual seams along the partitioning boundaries, we constrain the locally quantized cells of all mesh partitions to have the same size and aligned local axes. We propose a mesh partitioning algorithm to minimize the size of locally quantized cells, which relates to the distortion of a restored mesh. Vertex coordinates are stored in main memory and transmitted to graphics hardware for rendering in the quantized form, saving memory space and system bus bandwidth. Decoding operation is combined with model geometry transformation, and the only overhead to restore vertex positions is one matrix multiplication for each mesh partition.
Previous mesh compression techniques provide decent properties such as high compression ratio, progressive decoding, and out-of-core processing. However, only a few of them supports the random accessibility in decoding, which enables the details of any specific part to be available without decoding other parts. This paper proposes an effective framework for the random accessibility of mesh compression. The key component of the framework is a wire-net mesh constructed from a chartification of the given mesh. Charts are compressed separately for random access to mesh parts and a wire-net mesh provides an indexing and stitching structure for the compressed charts. Experimental results show that random accessibility can be achieved with competent compression ratio, which is only a little worse than single-rate and comparable to progressive encoding. To demonstrate the merits of the framework, we apply it to process huge meshes in an out-of-core manner, such as out-of-core rendering and out-of-core editing.
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