Eighth Pacific Conference on Computer Graphics and Applications (PG''00) Efficient Coding of Non-Triangular Mesh Connectivity Hong Kong, China October 03-October 05 ISBN: 0-7695-0868-5
We describe an efficient algorithm for coding the connectivity information of general polygon meshes. In contrast to most existing algorithms which are suitable only for triangular meshes, and pay a penalty for treatment of non-triangular faces, this algorithm codes the connectivity information in a direct manner. Our treatment of the special case of triangular meshes is shown to be equivalent to the Edgebreaker algorithm. Using our methods, any triangle mesh may be coded in no more than 2 bits/triangle (approximately 4 bits/vertex), a quadrilateral mesh in no more than 3.5 bits/quad (approximately 3.5 bits/vertex), and the most common case of a quad mesh with few triangles in no more than 4 bits/polygon.
Index Terms:
Mesh compression, coding
Citation:
Boris Kronrod, Craig Gotsman, "Efficient Coding of Non-Triangular Mesh Connectivity," pg, pp.235, Eighth Pacific Conference on Computer Graphics and Applications (PG''00), 2000 Usage of this product signifies your acceptance of the Terms of Use. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||