RE: [Algorithms] Partial Resource representations
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From: Idahosa E. <ida...@sw...> - 2001-12-03 20:13:22
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So it is possible to load data at regular intervals using these file formats? -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Charles Bloom Sent: Sunday, December 02, 2001 2:31 PM To: Idahosa Edokpayi; Algorithms List Subject: Re: [Algorithms] Partial Resource representations There are huge bodies of work on this if you want to get serious. For progressive meshes, there's "CPM" (compressed progressive meshes) and related works by guys at IBM and UNC. That's pretty much the state of the art for geometry compression unless you want to get into the Caltech displaced subdivision surface stuff, and then compression the displacement maps progressively with a standard texture compressor. For texture compression, I've mentioned these things before, but there's progressive JPEG, JPEG-2000, and tons of wavelet schemes. Mip-map chains are inherently a *bad* way to progressively compress textures because you add extra redundant information; you may think of the wavelet transform as a way to store a mip-map chain *without* redundant information. At 08:14 AM 12/2/2001 -0600, Idahosa Edokpayi wrote: >Is there any disk formats for textures and geometry that lend themselves to >progressively loading more? Like for level of Detail? I suppose you could >just create mip-map chains for textures and store progressive meshes on disk >to save time. ------------------------------------------------------- Charles Bloom cb...@cb... http://www.cbloom.com _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list |