Efficient coding of non-triangular mesh connectivity

Boris Kronrod, C. Gotsman
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引用次数: 25

Abstract

Describes 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 the 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 two bits/triangle (approximately four 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 quadrilateral mesh with few triangles in no more than four bits/polygon.
非三角形网格连通的高效编码
描述了一种用于一般多边形网格连通性信息编码的高效算法。现有的大多数算法只适用于三角形网格,并且对非三角形面的处理要付出代价,相比之下,该算法以直接的方式编码连接信息。我们对三角形网格的特殊情况的处理被证明等同于破边算法。使用我们的方法,任何三角形网格都可以以不超过2比特/三角形(大约4比特/顶点)的速度编码,四边形网格的编码速度不超过3.5比特/四边形(大约3.5比特/顶点),最常见的情况是具有少量三角形的四边形网格的编码速度不超过4比特/多边形。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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