Geometry compression

Abstract

This paper introduces the concept of Geometry Compression, allowing 3D triangle data to be represented with a factor of 6 to 10 times fewer bits than conventional techniques, with only slight losses in object quality. The technique is amenable to rapid decompression in both software and hardware implementations; if 3D rendering hardware contains a geometry decompression unit, application geometry can be stored in memory in compressed format. Geometry is first represented as a generalized triangle mesh, a data structure that allows each instance of a vertex in a linear stream to specify an average of two triangles. Then a variable length compression is applied to individual positions, colors, and normals. Delta compression followed by a modified Huffman compression is used for positions and colors; a novel table-based approach is used for normals. The table allows any useful normal to be represented by an 18-bit index, many normals can be represented with index deltas of 8 bits or less. Geometry compression is a general space-time tradeoff, and offers advantages at every level of the memory/interconnect hierarchy: less storage space is needed on disk, less transmission time is needed on networks.

DOI: 10.1145/218380.218391

Extracted Key Phrases

5 Figures and Tables

0204060'96'98'00'02'04'06'08'10'12'14'16
Citations per Year

682 Citations

Semantic Scholar estimates that this publication has 682 citations based on the available data.

See our FAQ for additional information.

Cite this paper

@inproceedings{Deering1995GeometryC, title={Geometry compression}, author={Michael Deering}, booktitle={SIGGRAPH}, year={1995} }