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Coding with ASCII: compact, yet text-based 3D content Martin Isenburg Jack Snoeyink University of North Carolina at Chapel Hill and INRIA Sophia-Antipolis
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Overview Motivation Polygon Meshes Coding of Indices Position Indices + TexCoord Indices Quantizing & Coding of Coordinates Positions + Texture Coordinates Example Results, Demos & Conclusion
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Motivation
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Why ASCII? authors “like” text-based 3D formats wide acceptance read & modify scene with any text editor Web3D Developer survey: “very important” many Web3D APIs only support ASCII (rather than supporting two formats) no binary VRML specification
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Why Compression? authors “want” compressed 3D content faster download Web3D Developer survey: “very important” data-heavy nodes audio images video geometry interpolators
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Approaches readable text-based format: support only ASCII content exception: “standard” binary data VRML and its variants binary format: one (or more) binary files automatically “protects” the content proprietary (Cult, Shockwave, Viewpoint...)
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Compression Standards (1) binary compression standards: image data: JPEG, GIF audio data:MP3 movie data:MPEG geometry data:? (MPEG-4/7 ??) interpolator data:? (MPEG-4/7 ??) “read” “edit” “write” software is plentiful
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Compression Standards (2) the structure of 3D data is more complex audio : sequence of numbers image : block of numbers video : sequence of blocks of numbers geometry :+ positions + triangles (or polygons ?) + texcoords (1, 2, 3, or 8 layers ?) + normals or smoothing groups (?) + colors (per-face or per-vertex ?) + bones (1, 2 or 3 attachments ?)
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Download on Demand java-based browsers Shout3D, Blaxxun3D, CortonaJet, Hotmedia provide decoder with the model. “light-weight” important it has to be downloaded also download less was motivation to compress proposed decoder: >> 5381 bytes <<
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Polygon Meshes
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Polygon Mesh = Indexed Face Set (IFS) minimally : p positions= float [ 3p ] f faces with c corners= int [ f + c ] optionally : t texCoords= float [ 2t ] f faces with c corners = int [ f + c ]
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Example: “a box” IndexedFaceSet { coord Coordinate { point [ -1.0 1.0 -1.0, -1.0 -1.0 -1.0, 1.0 -1.0 -1.0, 1.0 1.0 -1.0, -1.0 -1.0 1.0, 1.0 -1.0 1.0, -1.0 1.0 1.0, 1.0 1.0 1.0 ] } coordIndex [ 0 1 2 3 -1 3 2 5 7 -1 1 4 5 2 -1 6 0 3 7 -1 6 4 1 0 -1 6 7 5 4 -1 ] }
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coord ( Geometry ) 4 0 0 1 1 2 2 3 3 5 5 6 6 7 7
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coordIndex ( Connectivity ) 03 12 4 7 5 6 face 0 0123 0 2 3 5 41 face 1 3257 face 2 1452 face 3 6037 face 4 6410 face 5 6754
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Example: “a textured box” IndexedFaceSet {... texCoord Coordinate { point [ 0.4 0.5, 0.4 0.3, 0.6 0.3, 0.6 0.5, 0.8 0.3, 0.8 0.5, 0.4 0.1, 0.6 0.1, 0.2 0.5, 0.2 0.3, 0.4 0.7, 0.6 0.7, 0.4 0.9, 0.6 0.9 ] } texCoordIndex [ 0 1 2 3 -1 3 2 4 5 -1 1 6 7 2 -1 10 0 3 11 -1 8 9 1 0 -1 10 11 13 12 -1 ] }
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0.0 v u 1.0 0.0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 11 13 12 0 0 0 0 texCoord ( Property Values )
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texCoordIndex ( Property Mapping ) face 0 0123 0 2 3 5 41 0 1 2 3 0 0 1 1 2 2 3 3 4 5 6 7 8 9 1011 10 11 13 12 face 1 3245 face 2 1672 face 3 100311 face 4 8910 face 5 10111312
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Coding of Indices (1) Position Indices
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Coding Position Indices > don’t code indices “directly” < Assumption: “order of position doesn’t matter” Approach: “change order of positions” - code connectivity graph - enumerate positions based on traversal order - re-order accordingly > code indices “implicitly” <
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Connectivity Coders for Triangle Meshes Topological Surgery, Taubin et al., `97 Triangle Mesh Compression, Touma & Gotsman, `98 Cut-Border-Machine, Gumhold & Strasser, `98 Edgebreaker, Rossignac, `99 for Polygon Meshes Face Fixer, Isenburg & Snoeyink, `00 Degree Duality Coder, Isenburg, `02 Near-Optimal Connectivity Encoding, Khodakovsky, Alliez, Desbrun & Schröder, `02
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region growing encodes connectivity graph as a sequence of labels: one label.... per face one label per hole one label per handle labels and fix it all together number of labels = number of edges reverse decoding Face Fixer F4F4 F5F5 R F3F3 LS E HnHn M
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Encoding 5 9 2 0 22 25 29 78 31 43 67 98 11 86 53 68 14 27 77 72 91 6
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Encoding F4F4 5 9 2 0 22 25 29 78 31 43 67 98 11 86 53 68 14 27 77 72 91 6
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Encoding F4F4 F3F3 5 9 2 0 22 25 29 78 31 43 67 98 11 86 53 68 14 27 77 72 91 6
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Encoding F4F4 F3F3 R 5 9 2 0 22 25 29 78 31 43 67 98 11 86 53 68 14 27 77 72 91 6
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Encoding F4F4 F3F3 F5F5 R 5 9 2 0 22 25 29 78 31 43 67 98 11 86 53 68 14 27 77 72 91 6
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Encoding F4F4 F3F3 F5F5 R F5F5 5 9 2 0 22 25 29 78 31 43 67 98 11 86 53 68 14 27 77 72 91 6
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Encoding F4F4 F3F3 F5F5 R F5F5 R 5 9 2 0 22 25 29 78 31 43 67 98 11 86 53 68 14 27 77 72 91 6
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Encoding F4F4 F3F3 F5F5 R F5F5 R R 5 9 2 0 22 25 29 78 31 43 67 98 11 86 53 68 14 27 77 72 91 6
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Mapping Labels to ASCII Resulting label sequence: F4F4 F3F3 F5F5 R F5F5 R F4F4... RR F4F4 R R 0 L 1 S 2 E 3 M 4 F3F3 5 F4F4 6 F5F5 7 H3H3 5 6 H4H4 H5H5 7
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Decoding R 61 42 43 44 45 46 47 26 27 26 25 24 23 11 12 13 14
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Decoding R 62 61 42 43 44 45 46 47 26 27 26 25 24 23 11 12 13 14
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Decoding F5F5 63 62 61 42 43 44 45 46 47 26 27 26 25 24 23 11 12 13 14
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Decoding F5F5 63 62 61 42 43 44 45 46 47 26 27 26 25 24 23 11 12 13 14
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Decoding R 63 62 61 42 43 44 45 46 47 26 27 26 25 24 23 11 12 13 14
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Decoding F3F3 64 63 62 61 42 43 44 45 46 47 26 27 26 25 24 23 11 12 13 14
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Decoding F4F4 64 63 62 61 42 43 44 45 46 47 26 27 26 25 24 23 11 12 13 14
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Decoding 64 63 62 61 42 43 44 45 46 47 26 27 26 25 24 23 11 12 13 14
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Non-Manifold Meshes cut
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Coding of Indices (2) TexCoord Indices
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Coding TexCoord Indices > don’t code indices “directly” < Assumption: “order of texCoords doesn’t matter” Approach: “change order of texCoords” - code “on top” of connectivity graph - enumerate texCoords based on traversal order - re-order accordingly > code indices “implicitly” <
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Per-Corner Mappings “edge bits”, Gumhold & Strasser Real-time compression of triangle mesh connectivity, SIGGRAPH ‘98 “discontinuity bits”, Taubin et al. Geometry coding and VRML, Proceedings of the IEEE ‘98 “vertex and corner bits”, Isenburg & Snoeyink Face Fixer: Compressing Polygon Meshes with Properties, SIGGRAPH ‘00
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Vertex and Corner Bits (1) 1 1 2 1 2 3 1 2 3 4 1 2 3 4 5 1 2 3 4 6 5
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Vertex and Corner Bits (2) 2 1 1 2 1 3
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Vertex and Corner Bits (3) crease vertexcorner vertexsmooth vertex smooth corner crease corner
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Encoding 1
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0 1 0
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1 1 0 0
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1 1 0 0 0
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1 1 1 0 0 0
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1 1 1 0 0 0 0 1
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1 1 1 0 0 0 0 1 0
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1 1 1 0 0 0 0 1 0 0
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1 1 1 0 0 0 0 1 0 0 1
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1 1 1 0 0 0 0 1 0 0 1 0
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1 1 1 0 0 0 0 1 0 0 1 0 0
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1 1 1 0 0 0 0 1 0 0 1 0 0 0 1
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1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 1
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1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 1 1
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1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 1 1 0
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1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 1 1 0 0 1
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1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 1 1 0 0 1 0
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1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 1 1 0 1 0 0 1
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1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 1 1 0 1 0 1 0 0
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1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 1 1 0 1 0 1 0 0 1
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1 1 1 0 0 0 0 1 0 0 1 0 0 0 1 1 1 0 1 0 1 0 0 1
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Quantizing & Coding of Coordinates
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Quantize calculate bounding box (min x, min y, min z ) and (max x, max y max z ) calculate extends of bounding box range x = max x – min x range y = max y – min y … quantize with longest extend getting n bits
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Delta Code coordinates are integer numbers only write difference to last resulting sequence has lower dispersion there are much better schemes !!! why delta-coding ??? simple, light-weight implementation submission deadline was close
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Decoding Example
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code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] size of index arrays [ … ] indices[ ] = texindices[ ] = label E R 0 1
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0 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] [ … ] indices[ ] = texindices[ ] = R label 1 2 R
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3 2 0 1 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] [ … ] indices[ ] = texindices[ ] = R label F4F4
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[ … ] 3 2 0 1 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] 2 3 0 1 1 0 3 2 indices[ ] = texindices[ ] = F4F4 label R
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[ … ] indices[ ] = texindices[ ] = 4 3 2 0 1 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] 2 3 0 1 1 0 3 2 R label R
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5 [ … ] indices[ ] = texindices[ ] = 4 3 2 0 1 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] 2 3 0 1 1 0 3 2 R label F4F4
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5 [ … ] indices[ ] = texindices[ ] = 4 3 2 0 1 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] 2 3 0 1 1 0 3 2 F4F4 label 6 8 7 5 R 4 3 5 0
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[ … ] indices[ ] = texindices[ ] = 4 3 2 0 1 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] 2 3 0 1 1 0 3 2 6 8 7 5 R label 4 3 5 0 R label 6 5
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7 [ … ] indices[ ] = texindices[ ] = 4 3 2 0 1 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] 2 3 0 1 1 0 3 2 6 8 7 5 4 3 5 0 R label 6 5 F5F5 H5H5
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3 8 H5H5 hole 7 [ … ] indices[ ] = texindices[ ] = 4 3 2 0 1 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] 2 0 1 1 0 3 2 6 7 5 4 3 5 0 6 5 vertex bit indicating crease vertex 1 0 0 1 R label
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0 1 hole 7 [ … ] indices[ ] = texindices[ ] = 4 3 2 0 1 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] 2 0 1 1 0 3 2 6 7 5 4 3 5 0 6 5 1 0 R label 4 F3F3
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0 1 hole 7 [ … ] indices[ ] = texindices[ ] = 4 3 2 0 1 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] 2 0 1 1 0 3 2 6 7 5 4 3 5 0 6 5 1 0 4 label F3F3 10 11 12 1 4 7 label F3F3
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[ … ] 1 2 4 3 5 1 0 3 2 code_words [ ] = [ 438 3 0 0 6 0 0 6 0 0 7 -1 6 0 -1 4 5 5 0 …] indices[ ] = texindices[ ] = hole 2 0 1 3 4 5 6 7 4 2 12 15 2 2 2 0 1 6 7 5 10 11 16 14 0 4 1 4 7 0 2 2 1 2 0 0 1 label F3F3 vertex bit indicating smooth vertex 1
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Results
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“fish” scene Shape { appearance Appearance { material Material { modulateTextureWithDiffuse true diffuseColor 1 1 1 } texture ImageTexture { url fish.jpg } } geometry IndexedFaceSet { coord Coordinate { point [ -0.0715 4.7609 6.3930 -0.0715... -0.4479 -4.5153 4.5304 ] } coordIndex [ 7 6 209 204 -1 4 217 210 … 4577 -1 4577 4223 4222 -1 ] texCoord TextureCoordinate { point [ 0.3735 0.9441 0.3289 0.9315 … 0.2666 0.4990 0.1082 ] } texCoordIndex [ 0 1 2 3 -1 4 5 6 7 -1 8 … 4311 -1 4311 4293 4683 -1 ] } }
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“fish” scene Shape { appearance Appearance { material Material { modulateTextureWithDiffuse true diffuseColor 1 1 1 } texture ImageTexture { url fish.jpg } } geometry IndexedFaceSet { coord Coordinate { point [ -0.0715 4.7609 6.3930 -0.0715... -0.4479 -4.5153 4.5304 ] } coordIndex [ 7 6 209 204 -1 4 217 210 … 4577 -1 4577 4223 4222 -1 ] texCoord TextureCoordinate { point [ 0.3735 0.9441 0.3289 0.9315 … 0.2666 0.4990 0.1082 ] } texCoordIndex [ 0 1 2 3 -1 4 5 6 7 -1 8 … 4311 -1 4311 4293 4683 -1 ] } } CodedIndexedFaceSet code [ 24045 3 0 3 1 1 2 0 0 0 0 0 0 3 … 5 0 5 0 5 0 5 0 6 0 0 0 0 2 ]
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lossless-coded “fish” scene Shape { appearance Appearance { material Material { modulateTextureWithDiffuse true diffuseColor 1 1 1 } texture ImageTexture { url fish.jpg } } geometry CodedIndexedFaceSet { coord Coordinate { point [ -0.1195 -2.0148... -4.5153 4.5304 -0.4689 -4.4092 4.4136 ] } texCoord TextureCoordinate { point [ 0.0150 0.5031 … 0.2549 0.3889 0.2581 0.3825 0.2520 ] } code [ 24045 3 0 3 1 1 2 0 0 0 0 0 0 3 … 5 0 5 0 5 0 5 0 6 0 0 0 0 2 ] } } pos 4.884e-3 tex 3.8234e-3
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lossy-coded “fish” scene Shape { appearance Appearance { material Material { modulateTextureWithDiffuse true diffuseColor 1 1 1 } texture ImageTexture { url fish.jpg } } geometry CodedIndexedFaceSet { coord Coordinate { point [ -2 -4 -1 -3 -3 0 -4 -47... 37 4 -21 24 -0.4689 -4.4092 4.4136 ] } texCoord TextureCoordinate { point [ 0 0 0 0 0 -4 0 1 … -1 -1 0 0 0 -1 5 3 -4 0 2 2 0.3825 0.2520 ] } code [ 24045 3 0 3 1 1 2 0 0 0 0 0 0 3 … 5 0 5 0 5 0 5 0 6 0 0 0 0 2 ] pos 4.884e-3 tex 3.8234e-3 } }
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lion441.6201.646 %66.215 % wolf183.184.546 %29.416 % raptor199.8100.750 %34.917 % fish122.955.445 %22.819 % snake312.3138.144 %34.811 % horse266.4124.347 %40.915 % cat267.3128.448 %39.915 % dog186.287.347 %34.619 % Results: Dense Scenes model plaincodedquantized
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---29895 IFS1836461 % Results: Sparse Scene 33 indexed face sets 5 position interpolators 27 orientation interpolators file size of “swing.wrl.gz” in bytes 31 % 66 % IFS, OI, PI1299643 % 20564 899344 % Only Indexed Face Sets
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Demos
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Shout3D ASCII coder :> local web <localweb Various Scenes Swing ( static ) > local web <localweb Swing ( animated ) > local web <localweb Fish > local web <localweb Lion > local web <localweb Snake > local web <localweb http://www.cs.unc.edu/~isenburg/asciicoder/
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Conclusion geometry coding for ASCII formats compressed, but not binary authors not forced to change habits VRML / X3D geometry compression long wanted feature (`96) VRML-CBF proposal refused (`98) BF call for proposals unanswered (`00) Conformance: ASCII BINARY
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Current Work “Arithmetic ASCII” ( nearly ) as compact as a compressed binary format straight-forward mapping to binary no compromise on binary compression rates same decoding algorithm for binary and ASCII version of a node good for rapid prototyping / proof-of-concept
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Acknowledgements Paul Isaacs for telling me “… no, we don’t have geometry compression because the Shout3D API does not support binary input …” Curious Labs & Shout3D for the models ARC TéléGeo of INRIA Sophia-Antipolis for partial funding
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Thank You. http://www.cs.unc.edu/~isenburg/asciicoder/
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