Triangle mesh compression for fast rendering

Dong-Gyu Park, Yang-Soo Kim, Hwan-Gue Cho
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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.
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三角形网格压缩快速渲染
现代GIS(地理信息系统)应用程序和仿真系统必须处理大型数据集进行绘制。目前,三维渲染硬件在图形管道上都面临着内存总线带宽瓶颈的问题。一般的解决方案是在预处理阶段压缩静态三维几何图形。为此,我们提出了一种新的网格压缩/解压缩算法。我们的压缩算法将三角形网格分解为一组三角形条和顶点链。分解后,用熵编码对顶点连通性进行编码。与现有的“广义三角网格(GTM)”压缩相比,我们的算法压缩比提高了32%,并支持并行解压缩。提出了一种顶点坐标压缩的平行四边形预测方法。
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