Pii: S0925-7721(99)00025-5

نویسندگان

  • Davis King
  • Jarek Rossignac
چکیده

To use 3D models on the Internet or in other bandwidth-limited applications, it is often necessary to compress their triangle mesh representations. We consider the problem of balancing two forms of lossy mesh compression: reduction of the number of vertices by simplification, and reduction of the number of bits per vertex coordinate. LetA(V,B) be a triangle mesh approximation for an original modelO . Suppose thatA(V,B) has V vertices, each represented using B bits per coordinate. Given a limit F on the file size for A(V,B), what are the optimal values of B and V that minimize the approximation error? Given a desired error boundE, what are optimal B and V , and how many total bits are needed? We develop answers to these questions by using a shape complexity measure K , which, for any given object approximates the product EV . We give formulae linking B, V, F, E and K , and we explore a simple algorithm for estimating K and the optimal B and V for piecewise spherical approximations of arbitrary triangle meshes.  1999 Elsevier Science B.V. All rights reserved.

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تاریخ انتشار 1999