{"title":"Triangle mesh compression for fast rendering","authors":"Dong-Gyu Park, Yang-Soo Kim, Hwan-Gue Cho","doi":"10.1109/IV.1999.781571","DOIUrl":null,"url":null,"abstract":"Modern GIS (geographic information system) application programs and simulation systems have to handle large datasets for rendering. Currently, three dimensional rendering hardware are facing a memory bus bandwidth bottleneck problem at the graphics pipeline. One general solution for this problem is to compress the static three dimensional geometry in a preprocessing phase. We present a new mesh compression/decompression algorithm for this application. Our compression algorithm breaks down a triangle mesh into a set of triangle strips and vertex chains. After decomposition, we encode vertex connectivity with entropy encoding. Our algorithm provides a 32% improvement in the compression ratio over existing \"Generalized Triangle Mesh (GTM)\" compression and supports parallel decompression. We also proposed a parallelogram prediction method for vertex coordinate compression.","PeriodicalId":340240,"journal":{"name":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","volume":"74 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1999-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IV.1999.781571","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 10
Abstract
Modern GIS (geographic information system) application programs and simulation systems have to handle large datasets for rendering. Currently, three dimensional rendering hardware are facing a memory bus bandwidth bottleneck problem at the graphics pipeline. One general solution for this problem is to compress the static three dimensional geometry in a preprocessing phase. We present a new mesh compression/decompression algorithm for this application. Our compression algorithm breaks down a triangle mesh into a set of triangle strips and vertex chains. After decomposition, we encode vertex connectivity with entropy encoding. Our algorithm provides a 32% improvement in the compression ratio over existing "Generalized Triangle Mesh (GTM)" compression and supports parallel decompression. We also proposed a parallelogram prediction method for vertex coordinate compression.