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Max-Plank Institut für Informatik systematic error parallelogram rule polygonal rules exact prediction Geometry Prediction for High Degree Polygons Martin Isenburg Stefan Gumhold Ioannis Ivrissimtzis Hans-Peter Seidel INFORMATIK
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Compression real stuff – sleeping bags – compressed air polygon meshes – faster downloads / less storage – collaborative CAD – distribution of simulation results – archival of spare parts / history
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Movies “Rustboy” animated short by Brian Taylor
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Engineering “Audi A8” created by Roland Wolf
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Architectural Visualization “Atrium” created by Karol Myszkowski and Frederic Drago
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Product Catalogues “Bedroom set-model Assisi” created by Stolid
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Historical Study scanning of “Michelangelo’s David” courtesy of Marc Levoy
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Computer Games screen shot of “The village of Gnisis”, The Elder Scrolls III
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– Efficient Rendering – Progressive Transmission – Maximum Compression Connectivity Geometry Properties Mesh Compression Geometry Compression [ Deering, 95 ] storage / network main memory Maximum Compression
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Most Popular Coder Triangle Mesh Compression [ Touma & Gotsman, 98 ]... 6444 M 54 S 66 6 connectivity with vertex degrees ( ) -3 -2 1 ( ) 7 4 -3 ( ) 2 0 -2... ( ) 1 -1 -1 ( ) -2 0 0 ( ) -4 7 -2 ( ) 1 -2 1 ( ) 2 4 -1 geometry with corrective vectors
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Coding Connectivity
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Predicting Geometry
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Not Triangles … Polygons! Face Fixer [ Isenburg & Snoeyink, 00 ]
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Coding Polygon Connectivity Compressing Polygon Mesh Connectivity with Degree Duality … [ Isenburg, 02 ] same compression in primal and dual !!
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Predicting Polygon Geometry Compressing Polygon Mesh Geometry with Parallelogram … [ Isenburg & Alliez, 02 ] but … does not work well in the dual !!
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High Degree Polygons v2v2 v1v1 v0v0 v4v4 v2v2 v1v1 v0v0 v3v3 c 0 = 0.8090 c 1 =-0.3090 c 2 =-0.3090 c 3 =0.8090 c 0 = 0.8 c 1 =-0.6 c 2 =-0.4 c 3 =1.2 v3v3 v4v4 c 0 =0.9009 c 1 = -0.6234 c 2 = 0.2225 c 3 =0.2225 c 4 =-0.6234 c 0 =0.9009 v2v2 v1v1 v0v0 v3v3 v4v4 v5v5 v6v6 v2v2 v1v1 v3v3 v0v0 c 0 = 1.0 c 1 =-1.0 c 2 =1.0 polygonal rules: v p = c 0 v 0 + c 1 v 1 + … + c p-1 v p-1 v2v2 v1v1 v2v2 v1v1 v0v0 v3v3 v3v3 v0v0 v2v2 v1v1 v0v0 v3v3 v2v2 v1v1 v0v0 v3v3 parallelogram rule: v 3 = v 0 – v 1 + v 2
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Overview Motivation Geometry Compression Frequency of Polygons Polygonal Prediction Rules Results Discussion INFORMATIK
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Geometry Compression Classic approaches [ 95 – 98 ]: – linear prediction Geometry Compression [ Deering, 95 ] Geometric Compression through topological surgery [ Taubin & Rossignac, 98 ] Triangle Mesh Compression [ Touma & Gotsman, 98 ] Java3DMPEG - 4Virtue3D
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Geometry Compression Classic approaches [ 95 – 98 ]: – linear prediction Recent approaches [ 00 – 03 ]: – spectral – re-meshing – space-dividing – vector-quantization – angle-based – delta coordinates
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Geometry Compression Classic approaches [ 95 – 98 ]: – linear prediction Recent approaches [ 00 – 03 ]: – spectral – re-meshing – space-dividing – vector-quantization – angle-based – delta coordinates Spectral Compression of Mesh Geometry [ Karni & Gotsman, 00 ] expensive numerical computations
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Geometry Compression Classic approaches [ 95 – 98 ]: – linear prediction Recent approaches [ 00 – 03 ]: – spectral – re-meshing – space-dividing – vector-quantization – angle-based – delta coordinates Progressive Geometry Compression [ Khodakovsky et al., 00 ] modifies mesh prior to compression
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Geometry Compression Classic approaches [ 95 – 98 ]: – linear prediction Recent approaches [ 00 – 03 ]: – spectral – re-meshing – space-dividing – vector-quantization – angle-based – delta coordinates Geometric Compression for interactive transmission [ Devillers & Gandoin, 00 ] poly-soups; complex geometric algorithms
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Geometry Compression Classic approaches [ 95 – 98 ]: – linear prediction Recent approaches [ 00 – 03 ]: – spectral – re-meshing – space-dividing – vector-quantization – angle-based – delta coordinates Vertex data compression for triangle meshes [ Lee & Ko, 00 ] local coord-system + vector-quantization
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Geometry Compression Classic approaches [ 95 – 98 ]: – linear prediction Recent approaches [ 00 – 03 ]: – spectral – re-meshing – space-dividing – vector-quantization – angle-based – delta coordinates Angle-Analyzer: A triangle- quad mesh codec [ Lee, Alliez & Desbrun, 02 ] dihedral + internal = heavy trigonometry
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Geometry Compression Classic approaches [ 95 – 98 ]: – linear prediction Recent approaches [ 00 – 03 ]: – spectral – re-meshing – space-dividing – vector-quantization – angle-based – delta coordinates High-Pass Quantization for Mesh Encoding [ Sorkine et al., 03 ] basis transformation with Laplacian matrix
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Linear Prediction Schemes 1. quantize positions with b bits 2. traverse positions 3. linear prediction from neighbors 4. store corrective vector ( 1.2045, -0.2045, 0.7045 ) ( 1008, 68, 718 ) floating point integer
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Linear Prediction Schemes 1. quantize positions with b bits 2. traverse positions 3. linear prediction from neighbors 4. store corrective vector use traversal order implied by the connectivity coder
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Linear Prediction Schemes 1. quantize positions with b bits 2. traverse positions 3. linear prediction from neighbors 4. store corrective vector ( 1004, 71, 723 ) apply prediction rule prediction
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Linear Prediction Schemes 1. quantize positions with b bits 2. traverse positions 3. linear prediction from neighbors 4. store corrective vector 0 10 20 30 40 50 60 70 position distribution 0 500 1000 1500 2000 2500 3000 3500 corrector distribution ( 1004, 71, 723 )( 1008, 68, 718 ) position ( 4, -3, -5 ) correctorprediction
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Deering, 95 Prediction: Delta-Coding A processed region unprocessed region P P = A
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Taubin & Rossignac, 98 Prediction: Spanning Tree A B C D E processed region unprocessed region P P = α A + βB + γC + δD + εE + …
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Touma & Gotsman, 98 Prediction: Parallelogram Rule processed region unprocessed region P P = A – B + C A B C
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“within”- predictions often find existing parallelograms ( i.e. quadrilateral faces ) “within” versus “across” “within”- predictions avoid creases within-prediction across-prediction
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Overview Motivation Geometry Compression Frequency of Polygons Polygonal Prediction Rules Results Discussion INFORMATIK
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Discrete Fourier Transform ( 1 ) where. The Discrete Fourier Transform ( DFT ) of a complex vector is a basis transform that is described by the matrix:
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Discrete Fourier Transform ( 2 ) Here is the Fourier Transform of.
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Discrete Fourier Transform ( 3 ) Rewriting the equation makes the change of basis more obvious. This basis is called the Fourier Basis. basis vectors
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Geometric Interpretation v2v2 v1v1 v0v0 v3v3 v4v4
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The parallelogram rule predicts the highest frequency to be zero: Predict with Low Frequencies v2v2 v1v1 v0v0 v3v3 v3v3 v2v2 v1v1 v0v0 v3v3 v3v3
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Overview Motivation Geometry Compression Frequency of Polygons Polygonal Prediction Rules Results Discussion INFORMATIK
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Eliminate High Frequencies ( 1 ) v3v3 v2v2 v1v1 v4v4 v0v0 v3v3 v5v5 v3v3 v2v2 v1v1 v4v4 v0v0 v3v3 v5v5
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Eliminate High Frequencies ( 2 ) v2v2 v3v3 v1v1 v0v0 v4v4 v1v1 v0v0 v4v4 v2v2 v3v3
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Eliminate High Frequencies ( 3 ) v1v1 v0v0 v4v4 v3v3 v2v2 v1v1 v0v0 v4v4 v3v3 v2v2
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Computing the Coefficients given k of n points are known: 1. write polygon in Fourier basis 2. put n-k highest frequencies to zero 3. invert known sub-matrix 4. calculate prediction coefficients known points missing points
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Example: n = 5, k = 3 v0v0 v1v1 v4v4 v2v2 v3v3 missing points v0v0 v1v1 v4v4 v2v2 v3v3 known points
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Example: n = 5, k = 3 v0v0 v1v1 v4v4 v2v2 v3v3 missing points known points
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Polygonal Predictors v2v2 v1v1 v0v0 v3v3 v2v2 v1v1 v0v0 v3v3 c 0 = 1.0 c 1 =-1.6180 c 2 =1.6180 c 0 = 1.0 c 1 =-2.0 c 2 =2.0 v2v2 v1v1 v0v0 v3v3 c 0 = 1.0 c 1 =-2.2470 c 2 =2.2470 v2v2 v1v1 v0v0 v3v3 c 0 = 1.0 c 1 =-2.4142 c 2 =2.4142 three vertices are known v2v2 v1v1 v0v0 v4v4 v3v3 c 0 = 0.8090 c 1 =-0.3090 c 2 =-0.3090 c 3 =0.8090 v3v3 v2v2 v0v0 v3v3 c 0 = 1.0 c 1 =-1.0 c 2 =1.0 c 3 =-1.0 c 4 =1.0 v4v4 v5v5 c 0 =0.9009 c 1 = -0.6234 c 2 = 0.2225 c 3 =0.2225 c 4 =-0.6234 c 5 =0.9009 v2v2 v1v1 v0v0 v3v3 v4v4 v5v5 v6v6 v2v2 v1v1 v0v0 v3v3 v4v4 c 0 =1.0 c 1 =-1.0 c 2 =1.0 c 3 =-1.0 c 4 =1.0 c 5 =-1.0 c 6 = 1.0 v7v7 v5v5 v6v6 v1v1 one vertex is missing
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Overview Motivation Geometry Compression Frequency of Polygons Polygonal Prediction Rules Results Discussion INFORMATIK
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Test Set of Dual Meshes
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Parallelogram vs. Polygonal
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Prediction Rule Histogram hexagon heptagon pentagon octagon
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Dual vs. Primal Compression ( coordinates quantized at 14 bits of precision )
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Average Prediction Error
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Overview Motivation Geometry Compression Frequency of Polygons Polygonal Prediction Rules Results Discussion INFORMATIK
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Validation of Predictors eliminating the highest frequency in a mesh element – + + parallelogram predictor [ Touma & Gotsman, 98 ] + – + – + – + Lorenzo predictor [ Ibarria et al, 03 ]
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Exact barycentric prediction after dualization polygons of even order have a highest frequency of zero
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Thank You INFORMATIK
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