Abstract :
Polygon meshes, which are used in most graphics applications, require considerable amounts of storage, even when they only approximate precise shapes with limited accuracy. To support Internet access to 3D models of complex virtual environments or assemblies for electronic shopping, collaborative CAD, multi-player video games, and scientific visualization, representations of 3D shapes must be compressed by several orders of magnitude. Furthermore, several closely related methods have been proposed in recent years to smooth, de-noise, edit, compress, transmit, and animate very large polygon meshes, based on topological and combinatorial methods, signal processing techniques, constrained energy minimization, and the solution of diffusion differential equations. This is an overview of some of my recent results in this area: linear anisotropic mesh filtering, bi-level isosurface compression, space-optimized texture maps, and volume warping for adaptive isosurface extraction.
Keywords :
Internet; computer animation; data compression; differential equations; feature extraction; image denoising; image texture; mesh generation; smoothing methods; 3D model; 3D shape representation; Internet access; adaptive isosurface extraction; bilevel isosurface compression; collaborative CAD; combinatorial method; complex virtual environment; constrained energy minimization; diffusion differential equation; electronic shopping; graphics application; linear anisotropic mesh filtering; mesh animation; mesh denoising; mesh editing; mesh smoothing; mesh transmission; multiplayer video game; polygon mesh compression; scientific visualization; shape approximation; signal processing; space-optimized texture map; topological method; volume warping; Assembly; Collaboration; Games; Graphics; Internet; Isosurfaces; Shape; Signal processing; Video signal processing; Virtual environment;