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Y? Yemez, Francis Schmitt, "Multilevel Representation and Transmission of Real Objects with Progressive Octree Particles," IEEE Transactions on Visualization and Computer Graphics, vol. 9, no. 4, pp. 551569, OctoberDecember, 2003.  
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@article{ 10.1109/TVCG.2003.1260748, author = {Y? Yemez and Francis Schmitt}, title = {Multilevel Representation and Transmission of Real Objects with Progressive Octree Particles}, journal ={IEEE Transactions on Visualization and Computer Graphics}, volume = {9}, number = {4}, issn = {10772626}, year = {2003}, pages = {551569}, doi = {http://doi.ieeecomputersociety.org/10.1109/TVCG.2003.1260748}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, }  
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TY  JOUR JO  IEEE Transactions on Visualization and Computer Graphics TI  Multilevel Representation and Transmission of Real Objects with Progressive Octree Particles IS  4 SN  10772626 SP551 EP569 EPD  551569 A1  Y? Yemez, A1  Francis Schmitt, PY  2003 KW  Multiresolution 3D models KW  progressive representation KW  surface particles KW  octree KW  levels of detail KW  direct triangulation. VL  9 JA  IEEE Transactions on Visualization and Computer Graphics ER   
Abstract—We present a multilevel representation scheme adapted to storage, progressive transmission, and rendering of dense data sampled on the surface of real objects. Geometry and object attributes, such as color and normal, are encoded in terms of surface particles associated to a hierarchical space partitioning based on an octree. Appropriate ordering of surface particles results in a compact multilevel representation without increasing the size of the uniresolution model corresponding to the highest level of detail. This compact representation can progressively be decoded by the viewer and transformed by a fast direct triangulation technique into a sequence of triangle meshes with increasing levels of detail. The representation requires approximately 5 bits per particle (2.5 bits per triangle) to encode the basic geometrical structure. The vertex positions can then be refined by means of additional precision bits, resulting in 5 to 9 bits per triangle for representing a 12bit quantized geometry. The proposed representation scheme is demonstrated with the surface data of various real objects.
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