Abstract
In this paper, we present an adaptive-coding method for generic triangular meshes including both regular and irregular meshes. Though it is also based on iterative octree decomposition of the object space for the original mesh, as some prior arts, it has novelties in the following two aspects. First, it mathematically models the occupancy codes containing only a single–“1” bit for accurate initialization of the arithmetic coder at each octree level. Second, it adaptively prioritizes the bits in an occupancy code using a local surface smoothness measure that is based on triangle areas and therefore mitigates the effect of non-uniform vertex sampling over the surface. As a result, the proposed 3D mesh coder yields outstanding coding performance for both regular and irregular meshes and especially for the latter, as demonstrated by the experiments.
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Notes
A regular 3D mesh is one where the vertices have the same valence, each vertex is close to the centroid of its neighbors and the triangles are similar to each other in terms of shape and size [8].
At coarser levels, the local geometry demonstrates a zig-zag-like property.
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Acknowledgements
Support for this research has been provided in part by the National Natural Science Foundation of China (Grants No. 60833007 and No. 61070103). The authors are grateful to the anonymous reviewers for their careful readings and valuable feedback.
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Tian, J., Jiang, W., Luo, T. et al. Adaptive coding of generic 3D triangular meshes based on octree decomposition. Vis Comput 28, 819–827 (2012). https://doi.org/10.1007/s00371-012-0700-5
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DOI: https://doi.org/10.1007/s00371-012-0700-5