This paper presents a novel wavelet-based transform and coding scheme for irregular meshes. The transform preserves geometric features at lower resolutions by adaptive vertex sampling and retriangulation, resulting in more accurate subsampling and better avoidance of smoothing and aliasing artefacts. By employing octree-based coding techniques, the encoding of both connectivity and geometry information is decoupled from any mesh traversal order, and allows for exploiting the intra-band statistical dependencies between wavelet coefficients. Improvements over the state of the art obtained by our approach are three-fold: (1) improved rate–distortion performance over Wavemesh and IPR for both the Hausdorff and root mean square distances at low-to-mid-range bitrates, most obvious when clear geometric features are present while remaining competitive for smooth, feature-poor models; (2) improved rendering performance at any triangle budget, translating to a better quality for the same runtime memory footprint; (3) improved visual quality when applying similar limits to the bitrate or triangle budget, showing more pronounced improvements than rate–distortion curves.
El Sayeh Khalil, J, Munteanu, A, Denis, L, Lambert, P & Van De Walle, R 2017, 'Scalable feature-preserving irregular mesh coding', Computer Graphics Forum, vol. 36, no. 6, pp. 275-290. https://doi.org/10.1111/cgf.12938
El Sayeh Khalil, J., Munteanu, A., Denis, L., Lambert, P., & Van De Walle, R. (2017). Scalable feature-preserving irregular mesh coding. Computer Graphics Forum, 36(6), 275-290. https://doi.org/10.1111/cgf.12938
@article{f0e9f37766fd40a6840b366cb3d1a884,
title = "Scalable feature-preserving irregular mesh coding",
abstract = "This paper presents a novel wavelet-based transform and coding scheme for irregular meshes. The transform preserves geometric features at lower resolutions by adaptive vertex sampling and retriangulation, resulting in more accurate subsampling and better avoidance of smoothing and aliasing artefacts. By employing octree-based coding techniques, the encoding of both connectivity and geometry information is decoupled from any mesh traversal order, and allows for exploiting the intra-band statistical dependencies between wavelet coefficients. Improvements over the state of the art obtained by our approach are three-fold: (1) improved rate–distortion performance over Wavemesh and IPR for both the Hausdorff and root mean square distances at low-to-mid-range bitrates, most obvious when clear geometric features are present while remaining competitive for smooth, feature-poor models; (2) improved rendering performance at any triangle budget, translating to a better quality for the same runtime memory footprint; (3) improved visual quality when applying similar limits to the bitrate or triangle budget, showing more pronounced improvements than rate–distortion curves.",
keywords = "I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling–Hierarchy and geometric transformations G.1.2 [Numerical Analysis]: Approximation–Approximation of surfaces and contours, level of detail algorithms, scalable mesh compression, scalable rendering, Wavelets and fractals E.4 [Coding and Information Theory]: Data compaction and compression",
author = "{El Sayeh Khalil}, Jonas and Adrian Munteanu and Leon Denis and Peter Lambert and {Van De Walle}, Rik",
year = "2017",
month = sep,
doi = "10.1111/cgf.12938",
language = "English",
volume = "36",
pages = "275--290",
journal = "Computer Graphics Forum",
issn = "0167-7055",
publisher = "Wiley",
number = "6",
}