Hybrid Coding for Animated Polygonal Meshes

A new hybrid coding method for compressing animated polygonal meshes is presented. This paper assumes the simplistic representation of the geometric data: a temporal sequence of polygonal meshes for each discrete frame of the animated sequence. The method utilizes a delta coding and an octree-based method. In this hybrid method, both the octree approach and the delta coding approach are applied to each single frame in the animation sequence in parallel. The approach that generates the smaller encoded file size is chosen to encode the current frame. Given the same quality requirement, the hybrid coding method can achieve much higher compression ratio than the octree-only method or the delta-only method. The hybrid approach can represent 3D animated sequences with higher compression factors while maintaining reasonable quality. It is easy to implement and have a low cost encoding process and a fast decoding process, which make it a better choice for real time application.




References:
[1] M. Deering, "Geometry Compression," Proceedings of ACM
SIGGRAPH'95, pp. 13-20, 1995.
[2] G. Taubin and J. Rossignac, "Geometric compression through
topological surgery," ACM Transactions on Graphics, vol. 17, no. 2, pp.
84-115, 1998.
[3] G. Taubin and J. Rossignac, "3D Geometry Compression," ACM
SIGGRPAH'98 Course Notes 21, Orlando, Florida, 1998.
[4] C. Touma and C. Gotsman, "Triangle Mesh Compression.," Proceedings
of 24th Conference on Graphics Interface (GI-98), pp. 26-34, San
Francisco, 1998.
[5] J. Rossignac, "Edgebreaker: Connectivity Compression for Triangle
Meshes," IEEE Transactions on Visualization and Computer Graphics,
vol. 5, no. 1, pp. 47-61, 1998.
[6] F. Bossen, "On The Art Of Compressing Three-Dimensional Polygonal
Meshes And Their Associated Properties," Ph.D. Thesis, cole
Polytechnique Fdrale de Lausanne (EPFL), 1999.
[7] D. Shikhare, "State of the Art in Geometry Compression," National
Centre for Software Technology, 2000.
[8] D. Luebke, "A survey of polygonal simplification algorithms," Dept.
Computer Science, University of North Carolina, Chapel Hill, Tech.
Report TR97-045, 1997.
[9] J. E. Lengyel, "Compression of Time-Dependent Geometry,"
Proceedings of ACM Symposium on Interactive 3D Graphics, pp. 89
-95, New York, ACM Press, 1999.
[10] M. Alexa and W. M├╝ller, "Representing Animations by Principal
Components," Computer Graphics Forum, vol. 19, no. 3, pp. 411-418,
2000.
[11] L. Ibarria and J. Rossignac, "Dynapack:Space-Time Compression of the
3D animations of triangle meshes with fixed connectivity," Proceedings
of Eurographics/SIGGRAPH Symposium on Computer Animation,
2003.
[12] H. M. Brice├▒o, P. V. Sander, L. McMillan, S. Gortler, and H. Hoppe,
"Geometry Videos: A new representation for 3D Animations,"
Proceedings of Eurographics/SIGGRAPH Symposium on Computer
Animation(SCA03), San Diego, California, 2003.
[13] Z. Karni and C. Gotsman, "Compression of soft-body animation
sequences," Computers & Graphics, vol. 28, pp. 25-34, 2004.
[14] J. Zhang and C.B. Owen, "Octree-based Animated Geometry
Compression", Computers & Graphics, Volume 31, Issue 3, pp 463-479,
June 2007.
[15] A. Glassner, T. McClure, S. Benza, and M. V. Langeveld, "Chicken
Crossing," SIGGRAPH Video Review, 1996.