{"title":"移动图形的网格几何压缩","authors":"Jongseo Lee, Sungyul Choe, Seungyong Lee","doi":"10.1109/CCNC.2010.5421791","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":172400,"journal":{"name":"2010 7th IEEE Consumer Communications and Networking Conference","volume":"40 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Mesh Geometry Compression for Mobile Graphics\",\"authors\":\"Jongseo Lee, Sungyul Choe, Seungyong Lee\",\"doi\":\"10.1109/CCNC.2010.5421791\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":172400,\"journal\":{\"name\":\"2010 7th IEEE Consumer Communications and Networking Conference\",\"volume\":\"40 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-01-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2010 7th IEEE Consumer Communications and Networking Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CCNC.2010.5421791\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 7th IEEE Consumer Communications and Networking Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CCNC.2010.5421791","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.