Previous [ 1] [ 2] [ 3] [ 4] [ 5] [ 6] [ 7] [ 8] [ 9] [ 10] [ 11] [ 12] [ 13] [ 14]

@

Journal of Information Science and Engineering, Vol. 22 No. 2, pp. 401-423 (March 2006)

An Efficient Edge-Based Compression Algorithm for 3D Models with Holes and Handles*

Bin-Shyan Jong, Wen-Hao Yang+ and Shawn Song**
Department of Information and Computer Engineering
+Department of Electronic Engineering
Chung Yuan Christian University
Chungli, 320 Taiwan
+Department of Electronic Engineering
Chin Min Institute of Technology
Miaoli, 351 Taiwan
**R&D Division Engineer
VIA Technologies, Inc.

Recently numerous studies have attempted to develop efficient algorithms for compressing/ decompressing geometric data. Almost all of these algorithms are either multiple pass traversals or operate in reverse order. Multiple pass traversals take a long time to execute. Operating in reverse order should work only off-line since its decompression order follows the reverse order of the compression. These factors restrict numerous applications. To conquer these restrictions, this study proposes an edge-based single- resolution compression scheme for handling triangular mesh connectivity. The proposed algorithm encodes and decodes 3D models straightforwardly via single pass traversal in a sequential order. Most algorithms use the split operation to separate the 3D model into two components; however the displacement is recorded or an extra operator is needed for identifying the branch. This study proposes using the J operator to skip to the next edge of the active boundary; the method need not split overhead. Meanwhile, this study proposes the cut operation to compress/decompress the triangular mesh with holes and handles. The experimental results demonstrate that the proposed algorithm achieves better compression ratio and faster execution time than the conventional algorithm. The proposed algorithm is combined with a graphics engine, and the hardware structures and vertices replacement strategies are also presented.

Keywords: geometry compression, triangular mesh connectivity, single-resolution, graphics engine, hardware structures

Full Text () Retrieve PDF document (200603_11.pdf)

Received October 12, 2004; revised March 1, 2005; accepted April 13, 2005.
Communicated by Pau-Choo Chung.
*This work was supported in part by the National Science Council of Taiwan, R.O.C. under grant No. NSC 90-2213-E-033-009.