Adaptive vertex chasing for the lossless geometry coding of 3D meshes

3Citations
Citations of this article
3Readers
Mendeley users who have this article in their library.
Get full text

Abstract

We present a new lossless geometry coding method for 3D triangle-quad meshes, Adaptive Vertex Chasing. Previous localized geometry coding methods have demonstrated better compression ratios than the global approach but they are considered hard to use in practice. It is because a proper linear quantization of the local range with three inputs is time-consuming, totally dependent on a user's trials and errors. Our new localized scheme replaces this quantization with an adaptive subdivision of the range with only one input, a subdivision level. The deeper level a user choose, the closer to the original the mesh will be restored. We also present a connectivity coder improved upon the current leading Angle-Analyzer's with a context-modeling. Without losing the current level of efficiency, our new coder provides simple and systematic way to control the balance between distortions and the bit-rates. © Springer-Verlag Berlin Heidelberg 2005.

Cite

CITATION STYLE

APA

Lee, H., & Park, S. (2005). Adaptive vertex chasing for the lossless geometry coding of 3D meshes. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 3767 LNCS, pp. 108–119). Springer Verlag. https://doi.org/10.1007/11581772_10

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free