Connectivity Compression for Irregular Quadrilateral Meshes
Davis King, Jarek Rossignac, and Andrzej Szymczak

TL;DR
This paper introduces a novel connectivity compression algorithm for irregular quadrilateral meshes that significantly reduces storage size by exploiting the original quad structure, outperforming traditional triangle-based methods.
Contribution
The authors present a new encoding algorithm for quadrilateral mesh connectivity that achieves 30-80% smaller encodings and extends to complex meshes with holes, handles, and mixed polygons.
Findings
Achieves 30-80% smaller encodings than triangle-based methods.
Provides a worst-case cost of 3 bits per vertex, 2.75 for certain meshes.
Entropy coding results range from 0.3 to 0.9 bits per vertex.
Abstract
Applications that require Internet access to remote 3D datasets are often limited by the storage costs of 3D models. Several compression methods are available to address these limits for objects represented by triangle meshes. Many CAD and VRML models, however, are represented as quadrilateral meshes or mixed triangle/quadrilateral meshes, and these models may also require compression. We present an algorithm for encoding the connectivity of such quadrilateral meshes, and we demonstrate that by preserving and exploiting the original quad structure, our approach achieves encodings 30 - 80% smaller than an approach based on randomly splitting quads into triangles. We present both a code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per vertex for meshes without valence-two vertices) and entropy-coding results for typical meshes ranging from 0.3 to 0.9 bits per vertex,…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis · Computational Geometry and Mesh Generation
