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Mesh Compression for 3D Graphics

IanDanforth writes "A new algorithm that uses successive approximations of detailed models to get significant compression has been revealed by researchers at The University of Southern California. Just as MP3s remove high frequencies we can't hear, this algorithm removes the extra triangles in flat or near flat surfaces that we can't see. Experts in the field are giving this work high praise and imply that is will be immediately applicable to 3D modeling in games, movies, CAD and more."

297 comments

  1. Excellent! by Brian+Dennehy · · Score: 2, Funny

    This will usher in a new age of video piracy!

    1. Re:Excellent! by dasmegabyte · · Score: 5, Funny

      No, what it will usher in is a new wave of whining when companies go with some proprietary method of mesh compression instead of whatever compression is eventually developed by the Ogg team.

      --
      Hey freaks: now you're ju
    2. Re:Excellent! by DarkMantle · · Score: 1

      Two words

      Too true :(

      --
      DarkMantle I been bored, so I started a blog.
    3. Re:Excellent! by Walt+Dismal · · Score: 1

      Then of course there will be the Microsoft patent on 'method of displaying objects with rectangular corners' in which they will own the concept of 'square' and the normal vector.

  2. Proliferation of 3D Content on the Web? by Alphanos · · Score: 5, Interesting

    Wide-spread use of graphics on the web didn't really take off until jpeg and gif compression became common. Will the easy compression of 3D models allow use of 3D content on the web to take off?

    --
    Alphanos
    1. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 0

      Yeah, but you still have the problem of slow connections and text-only browsers. They're going to have some roadblocks on this one.... btw the "In soviet russia" episode of family guy is on now.

    2. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 5, Interesting

      Bandwidth probably isn't the problem, because 3D models can be described in ways that don't require much space. A renderman .rib file is far smaller than an image of the scene it describes, and a renderman shader can also be quite small. I'd expect something similar is the case for OpenGL.

      I'd guess the bandwidth would really be taxed by the transmission of bitmaps used for textures. That won't be helped by removing triangles from the model.

      I expect any acceleration would be in the processing on your computer. The CPU and/or GPU would have less work to do, because of the reduced number of triangles to render. So your game gets a higher frame rate, and/or uses fewer cycles, or can perform faster with less powerful hardware.

      The real reason 3D content hasn't taken off is that it frankly isn't very useful for every-day browsing.

    3. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 1

      i don't know, it would be really efficient... you could have a 3d environment as a site, with maybe 2d windows floating in space, "portals", that take you to another page. Large sites could even be landscapes... a final fantasy fansite could have the equivalent of popup ads with random "battles" and advertisers could write their messages across the sky. I'm sure someone was hesitant to put anything below the 640x480 fold... this is just the next step.

    4. Re:Proliferation of 3D Content on the Web? by Jeff+DeMaagd · · Score: 1

      Wide-spread use of graphics on the web didn't really take off until jpeg and gif compression became common.

      Wasn't GIF a format developed by Compuserve, as in predating the commercial development of the Internet? I thought that web servers and browsers had it already once the US government opened up the Internet to commercial uses (IIRC, 1993?).

    5. Re:Proliferation of 3D Content on the Web? by uhlume · · Score: 2, Informative

      Quite simply, no. This may well help to lower the bar for rendering 3D graphics on low-powered hardware, which could indeed serve to speed the wider adoption of real-time 3D graphics on the web -- but it won't have anything to do with file size reductions in 3D models, which are negligibly small to begin with. This particular compression technique isn't aimed at smaller file sizes, but rather reductions in the complexity of 3d meshes: fewer triangles mean simpler geometry, resulting in increased rendering efficiency.

      --
      SIERRA TANGO FOXTROT UNIFORM
    6. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 0

      Er, no. That would be less efficient.

      If you want to improve efficiency, you want to remove dimensions, not add them.

      If I want a beer, it's more efficient if I only have to move in 2 dimensions, rather than 3, to get it. (The fridge is on this floor, not upstairs.)

      It would be even more efficient if I only had to move in one dimension. (The fridge is a straight line walk from my seat.)

      It would be even *more* efficient if I could get a beer without moving at all.

      Dimensions are obstacles to be overcome, not aids to movement. Dimensions hide information, they don't generally reveal them.

    7. Re:Proliferation of 3D Content on the Web? by notAyank · · Score: 2, Informative

      Yes, IIRC gif86 and gif89a were the 2 gif formats and the numbers represented the year the formats were created

    8. Re:Proliferation of 3D Content on the Web? by JessLeah · · Score: 1

      Wrong. Widespread use of graphics on the Internet didn't really take off until JPEG and GIF compression became common. The Web-- which is only one part of the Internet, and not a synonym for it-- had GIF and JPEG from day one.

    9. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 0

      yeah but you can access more at once with less loading time... plus, navigation could migrate to more graphical interfaces and less text other than actual content

    10. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 0

      3D data is not overly complex. Most (ascii) models are very easily compressed, as their descriptors are all regular expressions. Again, most binary 3D formats are easily compressed.

      The probelm with 3D is that the TEXTURES are often large... Or everything is rendered procedurally--therefore taking large CPU time... Futhermore, 3D often adds little benefit--most things can be visualized via 2D (photos).

      The rare instance that you'd like to visualize a automotive part or whatever in 3D just dosen't justify the work put into it. This will NEVER take off, just like VRML was never more than a toy.

    11. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 0

      people will use it if it's cool enough... take the athlon 64 for example. there is no mainstream software developed to take advantage of it. sure it has a massive cache and pipeline which makes it an excellent gaming processor, but a p4 extreme is more than enough power. nobody should shell out $800 for a processor, but they do.

    12. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 0

      why don't they just make true textures? like a brick wall, instead of having a brick pattern have real pits and grooves and cracks in the wall. reflections, hit detection, etc would be far more accurate... it's just that a ton of power would be used. the idea could even be taken to the molecular level with a killer engine that can handle how light and color truly work, not just this "lighting" that we've created. think of the possibilities! a drop of water could dynamically streak down the window of a car in realtime, being buffeted by the wind and moving faster in the already-wet areas. now imagine that happening in a war-torn far-cry-esqe jungle in a monsoon, filled with slippery muddy craters and realistic vehicles with actual physics like tire treads. of course, it gets to the point where realism isn't fun (running out of gas in a fps vehicle?) but i'd love to see those kind of graphics. better start saving up for my gameboxx.

    13. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 0

      What does a $800 CPU have to do with 3D?
      And why would the Athlon 64 have any benefit at all towards this application?

      There's 3 reasons people use things. 1) People will use something if it makes their life easier. 2) People will use something if it's fashionable. 3) just because they can.

      3D on the web will fall into category 2 and 3, until something akin to the Metaverse creeps up.

      But, heck. Most consumer computers could handle relatively complex 3D stuff in a web browser. I had a P133 with 256MB of RAM when VRML was being pushed by SGI. It could handle most of the stuff (in software, mind you) that I could get ahold of. But, you know? It just wasn't THAT cool. Not at all.

      This new compression dosen't do dick for 3D on the web.

    14. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 0

      I think I'll just go outside.

      It would cost too much to build a simulator to get the real effect... You know, several hundred square miles of flat land, so that the simulator pod can create an accurate simulation of real world acceleration... Don't forget the monster hydraulics to simulate bumps/boulders/puddles, and those flourescent lights that are supposed to put out the same wavelengths as the sun.... etc.

    15. Re:Proliferation of 3D Content on the Web? by electrofreak · · Score: 1, Interesting
      but you still have the problem of slow connections and text-only browsers. They're going to have some roadblocks on this one....

      Slow Connections: This concept is to help the slow connections, but it still may be slow for them. They just need to realize that for about twice the cost (thinking of AOL here) you can have like 500 times the speed.

      Text browsers: It would be inserted content and there for the text browsers wouldn't display it, just as they don't display images. Not a problem here.

      --
      I need a sig.
    16. Re:Proliferation of 3D Content on the Web? by Binary+Judas · · Score: 0

      Dimensions are obstacles to be overcome, not aids to movement. Dimensions hide information, they don't generally reveal them.

      Uh, no..
      If you're moving in one dimension, and you have to use the bathroom, you would have to get past your fridge, your cat, a lot of cutlery(one pice at a time), and maybe your car(depending on how you've arranged this array that is your home).
      All this instead of just turning to your left and walking a few meters.

      The problem with 3d browsing would be that a computer monitor can ony display two dimensions, so the third dimension doesn't really add anything.

      --

      Tua consilia omnia nobis clariora sunt quam lux. Tu delenda est!

    17. Re:Proliferation of 3D Content on the Web? by Lord+Kano · · Score: 4, Insightful

      The real reason 3D content hasn't taken off is that it frankly isn't very useful for every-day browsing.

      Just wait until the porno industry gets involved. Imagine being able to freeze frame and get Matrix-like fly arounds of the money shot.

      Seriously, my first jpgs and gifs were of porno. Not schematics, or technical info. But big bouncing boobies. I'd be willing to bet that most of you who go back to the 1980s or before had a similar experience. Or how about streaming video? Porno and Mac World expos were the first streaming videos that I ever heard about. If this type of thing is going to take off it'll be because of smut. Sad isn't it?

      LK

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
    18. Re:Proliferation of 3D Content on the Web? by zero_offset · · Score: 4, Funny

      I was with you until that last sentence, then you lost me.

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      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

    19. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 0

      "If you're moving in one dimension, and you have to use the bathroom, you would have to get past your fridge, your cat, a lot of cutlery(one pice at a time), and maybe your car(depending on how you've arranged this array that is your home).
      All this instead of just turning to your left and walking a few meters."

      Yes, this is true. But this is just restating what I said - as I said, dimensions *are* obstacles to overcome. We *need* to be able to *move* in 2 dimensions (and 3) because of this.

      If you *have* to move in another dimension in order to do something, it's less efficient than if you could move in fewer dimensions. The movement might be impossible without the added dimension, but it's still less efficient.

      Optimally, you'd be able to use a bathroom without walking anywhere. Or, for that matter, you'd be able to use a bathroom in Paris, as easily, even if you're in Chicago.

      The thing is, a software developer can rearrange things on a whim, so why require the user to deal with added dimensions that reduce efficiency?

      In software, you can teleport *bamf* to the bathroom, so to speak, regardless of what obstacles exist in between. Or you can bring the toilet to you, fully functional.

      So, given that software doesn't have the constraints of the real world, why put them in?

    20. Re:Proliferation of 3D Content on the Web? by Binary+Judas · · Score: 0

      I see what you mean, but when you're browsing, you don't know where the stuff you're looking for is, so you need an overview.
      With only one dimension you'd have to browse through the pages one at a time, if we add another dimension we can have different sections.
      It's harder to find something in a stack of papers than if you spread them out on your table.

      I agree though that there is no need for a third dimension in browsing. But that's only because it doesn't matter how many dimensions you try to display, since the monitor only has two dimensions anyway.

      --

      Tua consilia omnia nobis clariora sunt quam lux. Tu delenda est!

    21. Re:Proliferation of 3D Content on the Web? by Artifakt · · Score: 1

      And here I was, thinking, "Yeah, if you go back far enough, most of us have had some experience with boobies of some size or other." - or was the OP a bottle baby?

      --
      Who is John Cabal?
    22. Re:Proliferation of 3D Content on the Web? by rsmith-mac · · Score: 3, Insightful

      Sad? How is it sad? As far as I'm concerned, the porno industry is the "perfect" industry from a geek perspective. They are technological innovators that are always willing to try something new and are always on the bleeding edge of technology, they believe in free speech instead of trying to squish it, and they, unlike their **AA counterparts, aren't trying to sue the pants off of the online world, or run to Congress whining.

      It's not a sad thing, it's a great thing. The fact that the content is what it is, is unimportant; what counts is that there's an industry out there that's willing to "do things right" the first time, rather than be dragged kicking and screaming.

    23. Re:Proliferation of 3D Content on the Web? by 4of12 · · Score: 1

      Bandwidth probably isn't the problem,

      I'm betting the main obstacle is latency.

      A lot of 3D experiences are better with some mouse interactivity, which can be done locally just fine.

      Unless the 3D application is designed intelligently to pre-fetch what is needed next and does the interactive stuff locally, it will be as painful as using audio over the net with time delays.

      And if BW is enough, there's always the competition of rendering moving 3D objects on th server, earlier, and shoving a 2D animation to the browser.

      IMHO, 3D won't take off big time until wrap-around displays become commonplace.

      --
      "Provided by the management for your protection."
    24. Re:Proliferation of 3D Content on the Web? by watanabe · · Score: 1
      Wrong. Widespread use of graphics on the Internet didn't really take off until JPEG and GIF compression became common. The Web-- which is only one part of the Internet, and not a synonym for it-- had GIF and JPEG from day one.

      Sorry, wrong! Mosaic did not include JPEG support in early revs. JPEG was one of the 'killer features' of the upstart Netscape browser written by some whipper snapper from UIUC, I forget his name.. So much more is wrong with your post, but I'll restrain myself from commenting on the rest of it.

    25. Re:Proliferation of 3D Content on the Web? by Woody77 · · Score: 1

      Twice the cost, 500x speed? what are you referring to here (dial-up vs. DSL/Cable? or something faster than DSL/Cable?)

    26. Re:Proliferation of 3D Content on the Web? by Woody77 · · Score: 1

      Visualization and interaction are definitley the key to making 3d work. I think we've got the bandwidth. triangles just aren't that big, a handful of bytes per.

      Compression techniques like this may help, but only in cases where the base mesh is VERY complex, and has lots of redundant triangles. And the position of the viewer either has to be discarded, or the compression has to be fast so that it can be done server-side for each client (or at least done in blocks such that different compressed mesh copies are made ahead of time, and hte user switches meshes every so often, to bring far-away, compressed-out detail into more detail.

      I think my modem can handle a fairly simple bit of streamed triangle data, say 350 triangles/sec, more with compression (at the PPP level, where I do get a fair bit with easily compressible data (seen 8KBps over a 26Kbps downlink with text).

      But DSL/Cable should be able to download enormous amounts of data. And a GOOD client/server protocol for downloading objects at a time, instead of scenes at a time could allow for a very http/web-browsing method.

      Load the "ground" and "sky" first, or in chunks, radially outward from the user, only in the hemisphere in which they can see, and then start DL'ing objects one at a time, again, having the client start with the base model, and maybe bounding boxes, and computing what objects are of interest to it. It can be displaying continually as it downloads, too. Just like images. I think people are very used to this with web pages.

      But then, display of data within that "world", and the manipulation of that world is going to just suck for a while. A good 3D UI is going to be even more difficult to design than a good 2D one, as they are harder than a good console app. At least, that's my impression of things.

      Then of course, the MFCs of the 3D world will try to turn everything into a homongenous mismash, and you won't be able to tell at a glance what you're dealing with.

      I'd love to get into OpenGL programming for stuff like this, and try to get it working on lower-end hardware, like a old Indigo. Aim for that baseline, and then throw it only the new stuff from ATI and nVidia, and it should be smooth as silk for display/interaction. Bandwidth is still an issue, but that mainly affects what level of detail you'd want to DL in the first place.

      I can definitely see this looking like it came out of snow-crash... :)

    27. Re:Proliferation of 3D Content on the Web? by Woody77 · · Score: 1

      However, if what you're looking at IS 3D data, like as someone mentioned, automotive parts, then you do get a benefit from just DL'ing the model, and rendering it.

      My laptop can easily push 1200fps with GLX gears, which is be no means a complex demo, but that implies that it can handle 40x as many triangles/sec, and still provide very good animation capabilities. That IS a benefit.

      And while most meshes are complex, re-used objects only need to be dealt with once. A good scene description language would allow the definition once, maybe with controls for variations, and then be able to spit out copies in memory at very high speed.

      If you've got the rendering power to handle the triangles, then you don't need the textures, which are usually (in my experience) used as a crutch to lower the polygon count at the sacrifice of more memory. Frankly, I'd rather see more, simpler textures, and a LOT more polygons, and let the hardware do the work.

      New hardware is downright amazing in what it can push.

    28. Re:Proliferation of 3D Content on the Web? by Anonymous Coward · · Score: 0

      "It's harder to find something in a stack of papers than if you spread them out on your table."

      True, but there are better ways of implementing that third dimension than as a naturalistic third spatial dimension.

      The "third dimension" could be implemented as a scrolling sidebar of text summaries or thumbnails, showing the destinations of links on the current page.

    29. Re:Proliferation of 3D Content on the Web? by mutewinter · · Score: 1

      I thought porn was what people who were lacking in business or creative skills turned to.. until I found out how much money some of these guys make.

    30. Re:Proliferation of 3D Content on the Web? by Rostin · · Score: 2, Insightful

      Right. I already know how this will be responded to, but I'm going to say it anyway.

      Most of the girls you see in porn movies and pictures aren't there because they really enjoy doing porn.

      They are probably there because at first they needed money (porn pays well), and started out by doing some non-nude or semi-nude pictures, then they just got tangled up in all of it.

      I don't have statistics or anyting, but honestly, do you think a lot of women just decide one day that they want to receive anal sex from one stranger while giving a blow job to another? Maybe in your fantasies, but I think we both know that in real life, very few women like that exist, and if they do, they probably need some kind of help.

      So yeah, notwithstanding the incredible greatness of the porn industry because it's willing to technologically innovate and is a powerful force for free speech (sarcasm), I think it is incredibly sad.

    31. Re:Proliferation of 3D Content on the Web? by cfuse · · Score: 1
      Just wait until the porno industry gets involved. Imagine being able to freeze frame and get Matrix-like fly arounds of the money shot.

      Arrgggh! My eyes!

      Seriously though, why hasn't any porno maker used 'bullet time' yet. It's not that hard to do and it looks nifty.

    32. Re:Proliferation of 3D Content on the Web? by electrofreak · · Score: 0

      I was exadurating how much faster Cable/DSL is to a modem, sorry. I was lazy and didn't feel like doing the math.

      --
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    33. Re:Proliferation of 3D Content on the Web? by ACPosterChild · · Score: 1

      I don't have statistics or anyting

      It doesn't take a very large percentage of the female population to enjoy having sex for money in order to produce a lot of pornography. My (also non-statistics backed) opinion is that there is a sufficiently high number of such people. In any case...

      at first they needed money
      then they just got tangled up in all of it
      do you think a lot of women just decide one day that they want to receive anal sex from one stranger while giving a blow job to another?

      People need money all the time. Do you really think that these girls NEEDed money that badly? Even without a family and friend support structure, there's welfare and job training programs. If somebody chooses to get money for sex because it's easier than working at McDonalds, then they are making a decision the same as a drug dealer: Easy money with high risk and, potentially, bad side effects. I'm not going to feel sorry for them because they're making a concious decision to get rich quick.

      I'm purposefully ignoring any porn that is made by a drug addict or otherwise coerced person. That's basically rape. But "most of the girls you see in porn movies and pictures" are there because they like the money. They could be not enjoying flipping burgers for minimum wage, but instead they made the decision to (possibly) not enjoy DP for $1500 a day. I'm not about to cry a river for somebody who's made that decision.

  3. Nice add-on to 3d movies by sud_crow · · Score: 1

    I guess that with all the money going on 3D movies, some will make good use of it... Although Sherk 2 looks quite alright without it :)

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    1. Re:Nice add-on to 3d movies by Lanzaa · · Score: 0

      I don't think this will add onto 3d movies. It will simply make it easier for starting companies to not have to buy as much memory to store their 3d art. Not very great.

      But if you think that in gaming the simpler the faster and faster = more fps this could be good game optimisation. As stated in the article somewhere. *i think*

    2. Re:Nice add-on to 3d movies by sud_crow · · Score: 1

      Actually i think its a good thing, because cheaper production means that more studios will be able to do it, until now, Pixelstudios were the only real 3D movie studio that made some "hits" due to its high quality products. We yet have to see if they will make any good use of this to make better products or not. Anyway, i think as you about the gaming segment will have some impact, although this might be for making games, and not running them, same as the movies.

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      no sig
    3. Re:Nice add-on to 3d movies by Anonymous Coward · · Score: 0

      Shrek and all movies of its kind are PRE RENDERED. This would have no effect on the final product of those movies. The gains here would be in less system overhead to create realtime 3D modelling.. not taking a series of individual pictures and sequencing them together 1 time and creating a movie out of it.

    4. Re:Nice add-on to 3d movies by JessLeah · · Score: 2, Informative

      No offense, but you obviously don't know a hill of beans about what the article is about. It is about "lossy" compression, like MP3 compression for audio, or JPEG compression for images, or MPEG compression for video. Lossy compressed 3D images would look worse-- not better-- than uncompressed 3D images.

    5. Re:Nice add-on to 3d movies by Mycroft_VIII · · Score: 1

      While shrek and it's ilk are all pre-rendered and not done in the movie theatre, that doesn't mean there is no correlation between this and that.
      What this would do in the case of Shrek 3 et al is reduce how long it takes to pre-render the movie, and possibly reduce the quality of the render. Assuming this level of 'compression' used is settable like J-peg, then it might be possible to save some render time on background objects and less important details to spend more time on the important parts. Movies don't have to be done realtime, but they still have deadlines.

      Mycroft.

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  4. Patented? by CharAznable · · Score: 5, Interesting

    So, is this something everyone can use, or will it be patented?

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    1. Re:Patented? by mi · · Score: 3, Insightful

      MP3 is patented. Chilling or not, just about everyone is using it.

      --
      In Soviet Washington the swamp drains you.
    2. Re:Patented? by DigiShaman · · Score: 1

      Math is math. But its application of it is patentable. I don't have a problem with this. I DO have a problem when that patent shit like....the entire internet or something to that all encompassing event.

      --
      Life is not for the lazy.
    3. Re:Patented? by theidle · · Score: 0

      The Desbrun team's novel approach comes from the seemingly unrelated field of machine learning using a technique invented in 1959 called "Lloyd Clustering" named after its inventor Stuart Lloyd.

      I'm going to go with no on that one, since it's based on a technique invented in 1959.

    4. Re:Patented? by lfourrier · · Score: 1

      IDNRTFA, but if it say "novel approach" and "seemingly unrelated field", it will obviously be unobvious to an overworked patent examiner.

    5. Re:Patented? by MoonBuggy · · Score: 1

      No, just about all individuals use it. Games and similar things usually use vorbis now purely because it can keep down the file sizes and doesn't expose them to patent issues.

    6. Re:Patented? by Anonymous Coward · · Score: 0

      MP3 encoding is patented, the decoding algorithms are not.

  5. MP3 compression == complicated by Raindance · · Score: 5, Informative

    I think this is interesting, but the analogy drawn between MP3s and this 3d-object compression is a bit strained.

    The MP3 compression routine revolves around 'frequency masking' much more than it does "remov[ing] high frequencies we can't hear". Most of the work in MP3 is done through 'frequency masking'. That is, imagine a graph of the frequencies being played at any given time- find the high points, then draw sloping lines down to either side of those points. Humans can't hear anything under those lines- they're 'masked' by the nearby strong frequency.

    Nothing very much like that goes on in this algorithm. There might be some other mesh-compression-analogous process that goes on in MP3 that's like this, but that ain't it.

    Sorry to nitpick, but I figured it's important that
    1. MP3 compression is not just simply throwing out high frequencies (a lot of these are actually retained) and
    2. This isn't anything analogous to that, anyway.

    Looking over my post, I'd have been fine if the submitter had said "Just as MP3s remove frequencies we can't hear, this algorithm removes..." but that's not very descriptive anyway.

    RD

    1. Re:MP3 compression == complicated by Anonymous Coward · · Score: 0

      /cleans out belly button

      See these two pieces of lint? They might look the same to the casual observer, but this one has an extra bit of blue tint in it. That means it was made at a different time of day then the other one.

      In other words, who fucking cares? This isn't an article about how mp3 compression works.

    2. Re:MP3 compression == complicated by Mister+Transistor · · Score: 4, Interesting

      A much better analogy would have been to refer to the digital vocoder in cellular phones. They take a phonemic audio sample and find the nearest match, then replace it with a compression token that represents that bit of speech.

      That achieves compression effectively by recreating a high bandwith audio stream from a low bitrate stream of tokens.

      A thought I had years ago is:

      3-D imaging via raytracing can be thought of as one of the most aggressive forms of compression, in that you represent a fastastically complex high-bitrate stream (i.e. The World, or at least the 3-D scene in question) with a very small (usually under 1K) stream of "tokens" (the raytracer's command repertoire). That "compresses" billions of voxels of 3-D space into a tiny scene descrption stream, and vice-versa during "decompression".

      --
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    3. Re:MP3 compression == complicated by Anonymous Coward · · Score: 0

      I'm not familiar with MP3 compression, but the process you describe can be written as convolution against a smoothing filter. When you say "MP3 compression is not just simply throwing out high frequencies," you perhaps mean that the Fourier transform of the filter is not zero at high frequencies. But I'll bet if you actually construct it, it is small at those frequencies.

    4. Re:MP3 compression == complicated by efbrasil · · Score: 1

      Before recording a WAV file (pcm coding), frequencies higher than half of the sample rate must have already been thrown away, to avoid aliasing.

      Therefore, before recording a 44.1 KHz wave file, all the frequencies above 22.05 KHz must be eliminated.

      MP3 is not about removing high frequencies. It is about removing reduntant, or unnecessary frequencies.

    5. Re:MP3 compression == complicated by Max+Romantschuk · · Score: 1

      Before recording a WAV file (pcm coding), frequencies higher than half of the sample rate must have already been thrown away, to avoid aliasing.

      This has nothing to do with MP3 compression. This is a direct result of the way sampling works, as proven by the Nyquist theorem (as referred to in your aliasing link.)

      MP3, on the other hand, takes a sampled signal and applies psychoacoustic encoding, removing stuff we effectively can't hear, as stated by the grandparent post.

      --
      .: Max Romantschuk :: http://max.romantschuk.fi/
    6. Re:MP3 compression == complicated by Anonymous Coward · · Score: 0

      There isn't any such thing as unnecessary frequencies! Any string of 16 bit patterns can also represent a waveform with bandwith 0Hz -22.05 KHz. That string may be "redundant" as if you were emulating a single type of waveform, sine, sawtooth, whatever. Or, like most random patterns, it may just sound like static. But for every pattern, there may be a plausible interpretation.

      Now, What you can take advantage of is the fact that because of Shannon's sampling theorem, and the fact that you cannot build a "perfect" filter. A perfect filter would, say filter out anything above 22.05Khz to zero keeping anything below 22.0499.. To produce one, in effect, you'd have to sample every instance of the signal from the dawn of creation (or "BANG!" if you will) to present. Since that's not plausible, experts will normally create a filter which has a certain roll-off frequency below the actual sampling rate. lets say 17.05Khz. THIS MEANS 22.05-17.05=5Kz OF YOUR BANDWIDTH IS WASTED. So automatically, you know you ought to at least be able to compress your recorded signal by roughy 5/22 or roughly %23. (Well, this is my logic, there might be other issues, like the overhead for the compression method, etc, so it might not truely be that much)

      However, most music, at any one time, does not use the entire bandwith, so you might be able to descretely take batches of the signal, find a short time frequency domain transform of those batches (they use Discrete Cosine Transform from what I know), find what "main" frequncies contribute to the signal, and send over those frequencies amplitudes (or phases if the transform produces it. The key trick here is to find out what really is the "main" frequencies you want to hear.

      sqrt(e^(pi*i)+2)

    7. Re:MP3 compression == complicated by Anonymous+Writer · · Score: 1

      Intel is supposed to have come up with a standard which is the "MP3 for 3D". Here is an excerpt from the article...

      "Intel, Adobe, Microsoft and more than 30 other companies are to co-operate in conjuring up a standard for 3D graphics, called the Universal 3D (U3D) format.

      The intention is to create a way of encoding 3D data as freely available as MP3 for audio and JPEG for still images. Intel and co.'s goal is to end the array of proprietary 3D graphics formats devised by CAD, 3D and other software developers and replace it with a single, standard format that all can use."

    8. Re:MP3 compression == complicated by Anonymous Coward · · Score: 0

      Fractals are an even better example of data expansion.

    9. Re:MP3 compression == complicated by cr_nucleus · · Score: 1

      I don't agree with this "raytracing is compression" stuff. Compression would imply that we start with the uncompressed data, compress it, and at some point decompress it.
      I don't really see 3D modelling as a way to manually compress a 3D image.
      Plus, the rendered scene is actually 2D.

    10. Re:MP3 compression == complicated by grumbel · · Score: 1

      Thats pretty much how kkrieger (http://www.theprodukkt.com/) works, ie. store the operations used to generate the mesh, instead of storing the mesh, that way they can store quite a bunch of stuff in a tiny 96kb executable. However this aproach doesn't work on a large scale, since you can't take a mesh and decompose it into the operation that where used to generate it, you have to create the meshes from scratch with exactly those operations that the 'composer' supports. So its fun for the demo-scene, but doesn't have too much use for real world.

    11. Re:MP3 compression == complicated by daVinci1980 · · Score: 2, Interesting

      Actually, your description of what MP3 is doing is almost identical to what the algorithm is doing to remove unnecessary triangles.

      He's not just throwing out high definition data either (which would be a poor compression algorithm). He's finding a seed point, and then trying to build the largest flat surface that masks the underlying points, because they don't really give much detail anyways (not always true).

      --
      I currently have no clever signature witicism to add here.
    12. Re:MP3 compression == complicated by Neillparatzo · · Score: 1

      Except that almost every MP3 encoder begins by running the input through a lowpass filter, and some even hardcode this to 16KHz regardless of bitrate. So yes, MP3 compression does involve throwing out high frequencies, even if that's not the bulk of it.

    13. Re:MP3 compression == complicated by pkhuong · · Score: 1

      There's nothing stopping you from doing it, though. Theoretically, it's possible, thus enabling us to set an upper bound on the maximal compression ratio for a scene.

      --
      Try Corewar @ www.koth.org - rec.games.corewar
  6. CAD??? ;-) by PaulBu · · Score: 5, Funny

    Well, if THAT surface was there I bet there was someone to put it there, and (s)he thought that it had some useful function...

    How would you like to fly a plane designed without those thin "thingies" called "wings"? ;-)

    Paul B.

    1. Re:CAD??? ;-) by keefey · · Score: 3, Funny

      Try flying the Dodo in Grand Theft Auto 3 to find out. Bloody difficult.

    2. Re:CAD??? ;-) by BlueBiker · · Score: 1

      Must be what happened to the phalanges.

    3. Re:CAD??? ;-) by Viceice · · Score: 1

      The actual data might be retained but the models used for visualisatios could be compressed no?

      --
      Sometimes I wish I was a plumber, then I'd know how to deal with other people's shit.
    4. Re:CAD??? ;-) by iLEZ · · Score: 2, Interesting

      Also, we 3d-modellers usually do this by hand anyway.
      Does this mean that we are going to see crappy 3d-game modellers making hi poly objects and simply run them through a little wizard to "make 'em good for the game"? =)

      Guess i'm just bitter for not working with CGI yet.

      --
      You cant fight in here, its a war room!
  7. This has been around for many years. by Speare · · Score: 5, Interesting

    Man, this has been around for years. I'd bet a decade. Almost all GPSes with mapping features use a 2D variant of this to store less line segment data for roads. 3D systems with multiple levels of detail choose among a number of differently-optimized models to reduce vertex transformation overhead on far-away objects. Where have you guys been?

    --
    [ .sig file not found ]
    1. Re:This has been around for many years. by nbensa · · Score: 1

      Also, Quake3's engine does this. How is this news? Did I miss something?

    2. Re:This has been around for many years. by mypalmike · · Score: 1

      Indeed. It appears to be an interesting new approach to the not-so-new field of mesh optimization.

      --
      There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
    3. Re:This has been around for many years. by Punboy · · Score: 1

      There is a difference between 2d vector graphics and 3d vector graphics. 2d is much simpler and doesnt require the, well.... 3d dimension. the 3d dimension adds a whole nother level of complexity, which therefore makes the possible permutations much higher (a whole exponent higher), meaning it requires a much more complex compression algorithim.

      --
      If you like what I've said here, and want to read more, go to http://www.krillrblog.com
    4. Re:This has been around for many years. by ktakki · · Score: 1

      Autodesk 3DStudio R4 (for DOS, from 1994, which I still use now and again) has a plug-in which does mesh optimization, simplifying objects by combining faces that are nearly co-planar. Depending on the complexity of the object, a savings of between 30% and 70% can be achieved.

      Yes, I RTFA, and I don't see how this is such a big deal. Now, if I could reduce face count by 90% with no loss of detail...

      k.

      --
      "In spite of everything, I still believe that people are really good at heart." - Anne Frank
    5. Re:This has been around for many years. by MrBigInThePants · · Score: 5, Informative
      You both should try reading the article:
      Computer scientists have struggled with the problem of finding an optimal mix of large and small elements for years. In 1998, theoreticians proved that the problem was "NP hard" that no general solution exists that can be solved by a computer in finite length of time. They did find work-arounds: fast methods to simplify meshes, which were unable to guarantee accuracy, and accurate techniques, which were too slow.

      The Desbrun teams novel approach comes from the seemingly unrelated field of machine learning using a technique invented in 1959 called Lloyd Clustering named after its inventor Stuart Lloyd. Desbruns algorithm uses it to automatically segment an object into a group of non-overlapping connected regions an instant draft alternative to the too-numerous triangles of the original scan.
      If you actually read it, it would be pretty obvious why this is new...sheesh!

      Also, game data is built of far fewer triangles and in a much easier form than raw data read from a real-life source. (such as a laser range finder)LOD mesh reduction is usually done by full or partial MANUAL selection.
    6. Re:This has been around for many years. by Repran · · Score: 1

      The novelty here is that this approach automatically generates optimized meshes that approximate the original shape based on how much storage space you allow it to work with. Those meshes can then be used in the ways you describe (e.g. LOD).

      --

      -- Contradictions only exist in thought - not in reality.

    7. Re:This has been around for many years. by Ibag · · Score: 3, Informative

      While I can't say for sure that nobody has used this method before for 3D models, the article seems to suggest that this is slightly different than using differently optimize models. Instead, this seems to be a way to optimize the models so that they look good up close as well.

      The concept of lossy compression of 3D models might not be new, but that doesn't mean that the method for doing it isn't.

      Also, even if the problem were trivial for 2 dimensions, it wouldn't neccesarily be so in 3. The 2 body problem has a simple solution, the 3 body problem has no solution in elementary functions. Random walks are recurrent in 1 and 2 dimensions but transient in 3 or more. I can think of several other mathematical examples where the difference between 2 and 3 dimensions (or 2 and 3 objects) changes things completely.

      Don't judge unless you know you understand the subtleties of this algorithm compared to others :-)

    8. Re:This has been around for many years. by squidfrog · · Score: 1

      I'll have to agree with you whole-heartedly. A Google search for "mesh compression" turns up just a few of the resources available on this kind of research. To me, this is like reading a Slashdot article about a new improvement to Windows BMP files called "JPEG compression."

      The ROAM algorithm, for example, is one of a set of similar algorithms. It's specifically for terrain-type models and turns up in games now and then. (AFAIR, TreadMarks was the first big game to use it.)

    9. Re:This has been around for many years. by Anonymous Coward · · Score: 1, Interesting

      Yes, the idea of mesh simplification is not new. This strategy, however, is new, and it is substantially better than older ones. I went to a technical talk by this guy about a year ago; it does achieve better (by several reasonable measures) mesh compression than its predecessors.

    10. Re:This has been around for many years. by Jerry+Talton · · Score: 5, Informative
      In 1998, theoreticians proved that the problem was "NP hard" that no general solution exists that can be solved by a computer in finite length of time.


      Wow. That's pretty far from what "NP hard" actually means.

    11. Re:This has been around for many years. by TimmyDee · · Score: 1

      This was actually first seen in GIS software (not GPS) as a feature called dynamic segmentation or line generalization (they are two different methods). Line generalization can be followed until the minimum distance of the meandering segment is reached. Doing so requires use of the Douglas-Peucker method, which uses displacement to determine whether or not a point on the line is kept. I'm not sure whether GPS receivers use this or the extraction method (eliminating every nth point on the line), but the two showed up in GIS software first.

      --
      Per Square Mile, a blog about density
    12. Re:This has been around for many years. by orange7 · · Score: 1

      The article is a little misleading. Lloyd clustering has been used plenty of times previously in computer graphics and computer vision work, as the paper itself points out with some cites.

      A.

    13. Re:This has been around for many years. by Anonymous Coward · · Score: 0

      Yeah, I remember a VRML viewer that had an implementation of the progressively more detailed 3d model. It would make the model more and more detailed as you were viewing it, and it got more and more information downstream. What i think this is, is just a better version of that idea. They probably did something better or more efficient.

    14. Re:This has been around for many years. by MrBigInThePants · · Score: 1

      Parent is not really that informative, sorry.

      This problem may still be NP hard. This solution, if you read the article, is not by any means COMPLETE, you can find wierdo examples to fool this algy, but works for almost all "normal" cases.
      This means that a complete solution might be NP hard, but this approimation of the complete solution is much better than that.

    15. Re:This has been around for many years. by LSD-OBS · · Score: 1

      Descent 1 used to do a similar thing way back in 1994 for progressive LODing

      --
      Today's weirdness is tomorrow's reason why. -- Hunter S. Thompson
    16. Re:This has been around for many years. by Scarblac · · Score: 1

      It probably is NP hard, but the bit about "not in finite time" is bogus, that would be an insolvable problem. All NP hard problems are solvable.

      It will most likely take exponential time in the size of the map, ie be extremely slow, but it's certainly finite.

      --
      I believe posters are recognized by their sig. So I made one.
    17. Re:This has been around for many years. by dazilla · · Score: 1

      While I agree that this is a new technique/method, the actual optimization of meshes (which is simply what this is) has been around for a long time. It may not be the most accurate system available, but for example, Discreet's 3D Studio Max has an "optimize" modifier for meshes. This modifier allows you to decrease the polygon count of any mesh significantly, depending on the options you enter. Of course, it's not perfect, but it still serves its purpose. Thus, it would have been more appropriate for the poster to label the algorithm as a new solution to a classic problem, instead of the first solution to the problem.

    18. Re:This has been around for many years. by Anonymous Coward · · Score: 0

      >> In 1998, theoreticians proved that the problem was "NP hard" that no general solution exists that can be solved by a computer in finite length of time.

      >>Wow. That's pretty far from what "NP hard" actually means.

      Nah, this is just short for "N-Possibly hard."

    19. Re:This has been around for many years. by Alzheimers · · Score: 1

      Proving, once again, that the process of defining NP Hard problems is still -- NP Hard.

    20. Re:This has been around for many years. by Captain_Chaos · · Score: 1

      Wow. That's pretty far from what "NP hard" actually means.

      Well then, what does it mean?

    21. Re:This has been around for many years. by Patrick · · Score: 1
      Well then, what does it mean?

      Very roughly, an optimization problem that can be solved in polynomial time on a nondeterministic Turing machine. NP-hard problems are believed (but not proven) to take greater than polynomial (but still finite!) time on deterministic computers. There are often approximation algorithms that get near-optimal solutions quickly, probabilistically, or for constrained classes of input. The mesh algorithm here appears to be an approximation algorithm.

      Or Google for it: here's an answer

    22. Re:This has been around for many years. by ACPosterChild · · Score: 1

      I think (hope) he was referring to the common case where "finite" > "practical", e.g., public keys.

    23. Re:This has been around for many years. by nbensa · · Score: 1

      Yeah, but take a look to Descent's credits ;-)

  8. Big deal. by Gary+Yogurt · · Score: 1, Funny

    They still look better on vinyl. (Brace for impact!)

    1. Re:Big deal. by kfg · · Score: 1

      They still look better on vinyl.

      Nothing beats lacquer cylinders for 3D.

      KFG

  9. Greatness! by Milo+of+Kroton · · Score: 3, Funny

    I am for cannot waiting able frequency to this have! I too am so greatness compression going to get.

    I am ask: can use this games? UT2k4 is good. It is very big game however maybe some for people.

    Can this technology fast enough for gaming be?


    1. Re:Greatness! by 42forty-two42 · · Score: 5, Funny
      I am for cannot waiting able frequency to this have! I too am so greatness compression going to get.

      Slashdot's using lossy compression on posts now?
    2. Re:Greatness! by Punboy · · Score: 1

      I believe he means to say: I can't wait to have this. I want to get great compression too. I ak: can i use this for games? Unreal Tournament 2004 is good. ...cant figure that one out.... Is this technology fast enough for games?

      --
      If you like what I've said here, and want to read more, go to http://www.krillrblog.com
    3. Re:Greatness! by bersl2 · · Score: 0, Offtopic

      This is "funny" because Babelfish translated his message badly?

      Somebody shoot that moderator to put him out of his misery.

    4. Re:Greatness! by Anonymous Coward · · Score: 0

      What you say!!

    5. Re:Greatness! by Johnno74 · · Score: 1

      All your base are belong to UT2k4!!

    6. Re:Greatness! by trendyhendy · · Score: 1

      I think he's saying that UT2k4 takes up a lot of hard disk space for maps, which is a problem for people with limited HDD space. Maybe this mesh compression could allow the maps to take up less space.

    7. Re:Greatness! by Anonymous Coward · · Score: 0

      YHBT YHL HAND.

    8. Re:Greatness! by Anonymous Coward · · Score: 0

      Please have a look at Milo of Kroton's posts through his slashdot info. He is clearly a native English speaker (and in one post even complains about only having taken 4 years of German - giving up on a german-to-english translation of some text).

      Obviously, he is now trolling or going for humour - it is not a matter of a non-native English speaker needing Babelfish.

    9. Re:Greatness! by Anonymous Coward · · Score: 0

      Everyone please note - Milo of Kroton has turned into a troll account. Prior to June 9, all posts from Milo (78050) were in perfect English. At one point he even gave up on a German-to-English translation, and admitted he had only studied German for four years in high school. From June 9 on, he claims in his Journal entry and posts, to be a native German who needs Babelfish to read/write to Slashdot. Ignore the troll.

    10. Re:Greatness! by Anonymous Coward · · Score: 0

      Actually, Babelfish started crapping out around then.

    11. Re:Greatness! by Anonymous Coward · · Score: 0

      Did you spend a great deal of time figuring this out, idiot? In any case, I'm a personal friend of Milo. He has had a severe mental breakdown, and has totally forgotten english. However, within a few short days, his German has become exceptional! Sadly his progress at re-learning english is slow indeed. Thank you for making it that much more difficult to treat him, you gutless twit.

    12. Re:Greatness! by Anonymous Coward · · Score: 0

      You went through his entire comment history, even to dig up the part where he tried to translate an article with his limited knowledge of german? I think you just wasted a *lot* more time than the troll originally intended.

      YHBT. YHL. HAND.

    13. Re:Greatness! by Anonymous Coward · · Score: 0

      I am for cannot waiting able frequency to this have! I too am so greatness compression going to get.
      I am ask: can use this games? UT2k4 is good. It is very big game however maybe some for people.
      Can this technology fast enough for gaming be?

      My gosh...you have used so many figures of speech in those sentences that I must wonder whether you are illiterate or have a PhD in English.
      If you've never read "Figures of Speech: Sixty Ways to Turn a Phrase" by Arthur Quinn, get a copy.
      You, Snoop Dog, and Shakespeare have very much in common.

    14. Re:Greatness! by Anonymous Coward · · Score: 0

      Whatever. I'm gullible.

    15. Re:Greatness! by Anonymous Coward · · Score: 0

      you gutless twit.

      you mean insensitive clod.

  10. Re:slow connections by tomhudson · · Score: 3, Interesting

    A decade ago, 14.44k modems were top-of-the-line, and expensive, and your provider either billed by the hour or $50/month.

    Today you can get a cable modem connection at 5mb down /1mb up, the modem costs $100, with a $100 rebate (so it's free) and the service is still $50/month.

    You can watch multiple mp4 video/audio streams at this speed - so why not 1 3d model?

  11. Link to publication by j1m+5n0w · · Score: 4, Informative

    The actual paper can be dowloaded from here.

    -jim

    1. Re:Link to publication by hellmarch · · Score: 2, Funny
    2. Re:Link to publication by Anonymous Coward · · Score: 0

      Mod parent down for advertisement of illegal pyramid scams in signature.

  12. This is NOT new technology by skittixch · · Score: 2

    This kind of mesh simplification has been around for years, in many of the high end programs such as Lightwave and Maya. Also, when you're dealing with data that is triangulated, most likely, you're dealing with mathematical contructions based on DEMs, or other automated processes, and not the type of graphics that you see on TV and movies. All in all, not too groundbreaking, it just means that some scientists' computers can relax just a little bit more....

    1. Re:This is NOT new technology by eliza_effect · · Score: 1

      If you read the article (I know, I know) you would have noticed that while the idea isn't new, the method, and more importantly the application, are.

  13. Useful, but over stated... by Anubis333 · · Score: 4, Informative

    This is a great way to minimize scan data, but it isn't as useful as the article makes it out to be. Most modeled 3d objects are as low resolution as possible. Shrek has as many polygons as he needs to have, to take away some, or swap their location would destroy the model. For instance, I am a Modeler/TD and most animable character models have 5 divisions, or 'loops' around a deformable joint. Any less would not allow for the deformation control we need. As with most background scenery, it is modeled by hand and as low resolution as possible.

    This could come into more handy later if it is built into a renderer.

    A subpixel displacement renderer that can nullify coplanar polys in this way (though there arent that many usually in detailed oranic objects) it could speed things up quite a bit.

    1. Re:Useful, but over stated... by yasmar · · Score: 2, Insightful

      There is a lot of work on mesh simplification and compression happening right now because there _is_ a real need for it. Meshes that are modeled by hand may not benifit from it, but many many mesh datasets are being produced by laser range scaners or isosurface extraction of volume data (from some kind of medical imager such as mri say). These meshes are often messy and generally have far more polygons than they need.

    2. Re:Useful, but over stated... by sebenhuh · · Score: 1

      There is a similar idea: Level Of Detail meshes used in most engines, not to mention the recent inclusion of displacement maps, bump maps, and normal maps in some newer engines. With this combination a generated illusion of depth and detail is easily and quickly achieved.

      This looks more like a solution to a more automated system to creating 3D models [ie 3D scanners] which have always had problems and usually take more nurturing than if it had been sculpted by a modeler to begin with.

    3. Re:Useful, but over stated... by ZorbaTHut · · Score: 2, Interesting

      I disagree. I built a polyreducer for a game company and I can say first-hand that, despite the fact that we had models built by hand, despite the fact that we had really skilled artists, despite the fact that they *knew* triangles were at a premium, the polyreducer I constructed was able to get rid of an easy 10% of the triangles before visual quality decreased noticably. 20%-30% if the camera was far away (which it was through most of our game, so we polyreduced our models a lot :) )

      I don't know how many triangles the models in movies have, but I find it hard to believe that all of them are 100% necessary - like with large programming projects, the focus tends to move more towards "don't worry about making it as efficient as possible, just make it look good/feel good/work". A well-designed polyreducer could probably do quite a number on those.

      --
      Breaking Into the Industry - A development log about starting a game studio.
    4. Re:Useful, but over stated... by Mac+Degger · · Score: 1

      As Zorba says: poly reduction is especially usefull for LOD. A model right at the range of rendering sight shouldn't have the full amount of polys. But to do that by hand is very time consuming (especially if you want a full set of 5 or so LODs), so a program which can do that automagically and do it well (which is a mayor problem with the functions found in 3dsmax and Maya; simply put, they stink) is quite a time saver. And thus a money saver...and thus Something Good(TM).

      --
      -- Waht? Tehr's a preveiw buottn?
  14. uhh LightWave by aarku · · Score: 1

    This has been something that LightWave (and probably other big 3d apps) could easily do for years and years. How's this different?

  15. Abstract by j1m+5n0w · · Score: 2, Informative

    David Cohen-Steiner, Pierre Alliez, and Mathieu Desbrun

    To appear, ACM SIGGRAPH '04.

    Abstract: Achieving efficiency in mesh processing often demands that overly verbose 3D datasets be reduced to more concise, yet faithful representations. Despite numerous applications ranging from geometry compression to reverse engineering, concisely capturing the geometry of a surface remains a tedious task. In this paper, we present both theoretical and practical contributions that result in a novel and versatile framework for geometric approximation of surfaces. We depart from the usual strategy by casting shape approximation as a variational geometric partitioning problem. Using the concept of geometric proxies, we drive the distortion error down through repeated clustering of faces into best-fitting regions. Our approach is entirely discrete and error-driven, and does not require parameterization or local estimations of differential quantities. We also introduce a new metric based on normal deviation, and demonstrate its superior behavior at capturing anisotropy.

  16. How new is this by SnprBoB86 · · Score: 3, Informative

    The article is short on technical details but...

    While the algo may be new, the idea certainly isn't. Direct3D has built in support for optimized meshes, the ROAM algo http://gamasutra.com/features/20000403/turner_01.h tm is in wide use. In fact, pretty much all 3d gemoetric level of detail techniques rely on collapsing "flat" areas. The source data for the geometry can also compress geometric data with stuff like NURBS and other parametric surfaces which is probably much better than some sort of lossy compression. With the coming "DirectX Next", OGL 2, and newer video cards, parametric surfaces (read: infinite curve detail) will easily become the norm.

    --
    http://brandonbloom.name
  17. A little skeptical, at least based on post by SilentChris · · Score: 1

    "Just as MP3s remove high frequencies we can't hear"

    Not quite. The primary brunt of MP3 focuses on areas of repeated sound (which can easily be compressed). All of the MPEG codecs attempt to find areas where change is infrequent, then tell the system "from frame X to frame Y, don't change the vast majority of the sound/video".

    In the case of 3D graphics in particular, the image changes. Often. Actually, it's more like an action movie than anything else (Ever see the artifacts on a poor digital cable or satellite connection? They tend to show up worst in fast moving scenes).

    This compression may help a lot on still or near-still images, but I'm not sure it'll help with most modern day 3D apps and games.

    1. Re:A little skeptical, at least based on post by Kiryat+Malachi · · Score: 2, Informative

      Actually, the primary brunt of MP3 focuses on perceptual coding; to put it simply, it uses a model of how important a given sound is based on its frequency and position in time. These 'importance' numbers are used to determine how much accuracy should be used to store the specific time/frequency you're looking at. More accuracy, more bits, less accuracy, less bits.

      You're thinking of the video versions, which work the way you described (to my knowledge; they probably also do some perceptual stuff, but I'm not familiar with video perceptual coding).

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
    2. Re:A little skeptical, at least based on post by WasterDave · · Score: 2, Informative

      they probably also do some perceptual stuff, but I'm not familiar with video perceptual coding

      They do. Your eyes have better resolution when dealing with luminosity than colour, and also detect lower frequency changes better than high frequency ones. JPEG uses both these effects, as do all video compressors AFAIK.

      Cheers,
      Dave

      --
      I write a blog now, you should be afraid.
  18. Problems with lighting interpolation by sashang · · Score: 2, Interesting

    How's the lighting meant to work if the extraneous triangles are removed from flat surfaces? You'll end up with shading that isn't very pleasing to look at. You need those extra triangles, even though you can't see them and the surface is relatively flat, if you want the model to look nicely shaded.

    1. Re:Problems with lighting interpolation by BayBlade · · Score: 1
      I would think probably via an adaptive tesselation technique.

      Its easy to add polys back in, and there's a number of good algorithms to tell you where and how your polys will be most useful.

      If you're more interested in a brute force approach, modern 3d hardware can certainly tesselate for you.
      A good fragment shader will also help minimize the effects on lighting lighting of your poly drop over flat areas.

      Getting rid of unneccessary polys in the first place is what's tough, putting them back in--not so much.

      --

      The key difference between a Programmer and a Senior Programmer is that one of them is Mexican.

    2. Re:Problems with lighting interpolation by mstorer3772 · · Score: 1

      That's pretty much what I was thinking.

      And here's a counter argument (the the point I myself was going to make):

      Modern games are often using pixel-based lighting/shading these days, rather than vertex-based... so this isn't as big a deal as it used to be.

      All those programmable pixel shaders have to be good for something. ;)

      --
      Fooz Meister
  19. Games? by jcostantino · · Score: 1

    I can't be the only one who thinks this would be great for 3D games? Can I?

    --
    Reviews with a twist! http://www.sardonicbastard.com
    1. Re:Games? by Anonymous Coward · · Score: 0

      >>I can't be the only one who thinks this would be great for 3D games? Can I?

      Yes, in fact, you're the very first person to whom this idea has occured. I shall forward your insights to John Carmack. Perhaps, armed with this new wealth of knowledge and insight, he can make something of himself.

    2. Re:Games? by jcostantino · · Score: 1

      Thanks, troll. I was referring to the first comment to this story - not since time began as we know it.

      --
      Reviews with a twist! http://www.sardonicbastard.com
  20. Impressive. by autopr0n · · Score: 3, Insightful

    I'm surprised no one's done this before, actually. Good texture maps, and especially bump maps can alleviate the need for a lot of triangles. I wonder if this compression routine takes those things into account. It would be great if you could pass in a detailed mesh, and get a simple mesh + texture + bump map back out.

    --
    autopr0n is like, down and stuff.
    1. Re:Impressive. by Trillan · · Score: 1

      It does seem surprising, doesn't it?

      I think this is one of those inventions that "anyone could have invented," but nobody ever did... which makes it all the more impressive, doesn't it? :)

    2. Re:Impressive. by PhrostyMcByte · · Score: 1

      There are already programs that generate bumpmaps from detailed models.

      The only reason they are good is that sending a large texture once is a lot better than sending a ton of geometry to a video card every frame. It is unrealistic for storage- unless the model is extremely detailed the texture will probably be larger than the model.

    3. Re:Impressive. by gtada · · Score: 2, Interesting

      It exists. Check out what ZBrush is doing.

      Also, I believe ATI has a tool to do this as well.

    4. Re:Impressive. by Snaapy · · Score: 1

      > Good texture maps, and especially bump maps can alleviate the need for a lot of triangles.

      Technology is called normal mapping. It's not new anymore. E.g. Cryengine implements it.
      See PolyBump section

      Also, there is already open source (LGPL) mesh optimizer called GNU Triangulated Surface Library. There are some impressive screenshots how well it performs.

    5. Re:Impressive. by Badman · · Score: 1

      I think you're referring to normal mapping, which is what of the latest games are using. Actually, the Unreal 3 tech is pretty cool. They start with a 1-2 MILLION poly mesh, simplify it to 20-50 THOUSAND, and then to raycasting/tracing (I'm not sure what's it called), from the low-poly model to the high poly model to get the normal map, and use that for rendering. They get the about the same amount of geometric detail as the other games of the day, but 100x more lighting detail.

      Unreal 3 tech can be found Here.

  21. Many algorithms do this by Anonymous Coward · · Score: 2, Informative

    I've played often with triangle meshes for various softwares. One thing that many do is to merge groups of adjacent triangles with the same surface normals. This is lossless, versus something like JPG. There are programs for POVRay that will do this, essentially iterating through the grid of triangles, calculating the normals, then merging.

    The POVRay mesh format is a good place to start if you want to learn about triangle meshes. Check the povray.org site for lots of good info.

    You can also do something similar to a discrete cosine transform on meshes. You don't gain on the rendering side which is what the article seems to be doing, but you could potentially decrease large file sizes by an order of magnitude.

    As for applications, who knows. Triangle meshes are often used for terrain maps; however, terrain is just as easily saved using some sort of height field.

    KLL

  22. That's No Icosahedron by Hektor_Troy · · Score: 4, Funny

    It's a MOON!

    --
    We do not live in the 21st century. We live in the 20 second century.
    1. Re:That's No Icosahedron by pla · · Score: 1

      That's No Icosahedron, It's a MOON!

      Well, even if no one else did, I considered that one of the most insightful (and funny) comments in this thread so far. :-)

      I did find some of the examples at the link amusing, however... Sure, it reduces polygon counts - But makes your spiffy model of a human head look like someone attacked a styrofoam hat form with a cheese-slicer.

  23. No. by autopr0n · · Score: 5, Informative

    This isn't about compressing the data required to store a mesh, although it will help.

    This is about reducing the complexity of meshes so that they can render faster.

    --
    autopr0n is like, down and stuff.
  24. This isn't new? by grammar+fascist · · Score: 5, Informative

    Un-disclaimer: I'm currently pursuing a PhD in machine learning.

    Yes, it is new. First of all, y'all need to read the article and find out how.

    It is for two reasons, both of which are stated:

    The Desbrun team's novel approach comes from the seemingly unrelated field of machine learning...

    Machine learning: getting a computer to generalize (invent hypotheses) given data instances. Work in machine learning has proven that generalization and compression are equivalent. That someone has applied those ideas to 3D model compression is at least notable.

    We believe this approach to geometry approximation offers both solid foundations and unprecedented results...

    In other words, it's not using some hacked-up heuristics. The bias behind the generalizations it makes are solidly described, and can be tuned. Machine learning consistently beats heuristics in accuracy, so their expectation of "unprecedented results" has a good foundation.

    --
    I got my Linux laptop at System76.
    1. Re:This isn't new? by WasterDave · · Score: 2, Insightful

      Ok. So, your post summarises exactly what is wrong with Slashdot that never used to be wrong with Slashdot.

      We have hoardes and hoardes of "lighwave/maya/povray/myarse has had this for years" posts, some completely wrong understandings of MP3's, a few dozen soviet russia's and profit! posts then this.

      Modded +5, like everything else, but actually *genuinely* insightful and written with a confidence and succintness that comes from knowing WTF you are talking about.

      Jesus. Problem with Slashdot is that there's GOLD in them hills but it's a bastard to find.

      Dave

      --
      I write a blog now, you should be afraid.
    2. Re:This isn't new? by Anonymous Coward · · Score: 0

      Un-disclaimer: I'm currently pursuing a PhD in machine learning.

      Yes, it is new. First of all, y'all need to read the article and find out how.


      I hope you ain't learning them machines none of that southern language compression!

    3. Re:This isn't new? by eliza_effect · · Score: 1

      1) Get modded +5 2) ... (Soviet Russia) 3) Find GOLD in them hills 4) Profit!

    4. Re:This isn't new? by Vlad_the_Inhaler · · Score: 1

      1 - should that not be 'hordes'? Hoardes are places where things are being hoarded.

      2 - you have just made an excellent case for browsing at +2 or above. I think you have a rose-tinted view of the 'good old days' though - the Natalie-Portman / Hot-Grits / fp / BSD-is-dead stuff has been around for years. Slashdot's high noise/signal ratio is really nothing new.

      --
      Mielipiteet omiani - Opinions personal, facts suspect.
    5. Re:This isn't new? by WasterDave · · Score: 1

      Hoardes are places where things are being hoarded

      It's a fair cop, gov.

      I think you have a rose-tinted view of the 'good old days' though - the Natalie-Portman / Hot-Grits / fp / BSD-is-dead stuff has been around for years.

      Sure, but I don't remember it being modded +5. I just think the moderation system needs an overhaul - either to go to +10, or halve the number of mod points that are around.

      Dave

      --
      I write a blog now, you should be afraid.
    6. Re:This isn't new? by Anonymous Coward · · Score: 0

      Thinking about it again, they are 'Hoards', which makes it an unfair cop :-)

      Some additional mod options would be cool, 'disinformative', 'unfunny', 'blindingly uninsightful', 'total bollocks' or whatever. To further complicate things. sometimes 'flamebait's are informative. sigh.

      Vlad.

  25. Max by I7D · · Score: 1

    In 3Dstudio max, there is a "optimize" plugin, which basically does just that. Once the stack is compressed, and the file is saved, The mesh object will be much smaller in size. I'm sure all 3d programs have similar functions built it.

    does this new compression format work outside the 3D program? I didn't rtfa. :)

    --
    Neil is that you? Yeah yeah, it's me... Neil...
  26. I'd say multilevel meshes is a better answer... by CompSci101 · · Score: 5, Interesting

    The immediate problem that springs to mind for me is that current graphics cards and APIs don't produce good shading effects when the geometry is turned down. Gouraud shading (color-per-vertex interpolated across the face of the triangle) is the best that hardware acceleration will handle right now, and turning down the number of vertices will lead to problems with detailed color operations under normal circumstances (complicated lighting/shadow effects, etc.)

    Shouldn't the industry be pushing further toward graphics cards that can accelerate true Phong shading, rather than shortcuts and texture mapping tricks? Or even automatic interpolation between meshes of different complexity depending on how much of the scene a particular model takes up? If that functionality was developed first, then this mesh optimization would make perfect sense. But, for now, anyway, it seems like getting rid of the geometry is going to force developers to continue to rely on tricks to get the best look out of their engines.

    Not that you'd HAVE to use it, though...

    C

    --
    The Sun is proof that we can't even do fire properly.
    1. Re:I'd say multilevel meshes is a better answer... by Spy+Hunter · · Score: 1
      Phong shading isn't _that_ much better-looking than gouraud shading in most cases (diffusely reflecting surfaces). I'd say more effort should be expended looking into high-dynamic-range rendering, depth-of-field and focusing effects, global lighting and soft shadows, and better techniques for animating human characters.

      The last one, in particular, is my pet peeve. Game developers have been so obsessed with graphics over the past years that they have failed to notice that the graphics are actually becoming *more* realistic than some other parts of their games. I think that the least realistic part of many games (besides their stories of course ;-) has to be to the animation of the human characters. Video game character movements are quite recognizable and distinct from normal human movements. Long sequences of unbroken motion capture animation can look quite good, but the transitions between animations are always jarring, and seeing the same motion capture data over and over becomes repetitive quickly. Ragdoll physics are good for dead people, but animating live people remains a challenge. There needs to be something analagous to ragdoll physics for animating controlled actions such as walking, punching, getting punched, etc. Stored animation just won't cut it for the next generation of extremely realistic graphics. Characters that look cartoony and move like robots are OK, but characters that actually look like real people and move like robots look dumb.

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
    2. Re:I'd say multilevel meshes is a better answer... by S3D · · Score: 1

      Shouldn't the industry be pushing further toward graphics cards that can accelerate true Phong shading, rather than shortcuts and texture mapping tricks? No it shouldn't. At least not in the sense of special hardware. Modern card use programmable shaders, and it's up to a programmer, use limited GPU resource for Phong shading or other effects which could be more important at the moment (for example shperical harmonics lightning). Or even automatic interpolation between meshes of different complexity depending on how much of the scene a particular model takes up? Mesh of essentially different complexity usually have too different topology. This problem is very hard even on the theoretical level. In fact this article is the stub in that direction. In the trivial case of smooth,highly detaled meshes the mechanism already exist and used (part of DirectX) - progressive meshes.

    3. Re:I'd say multilevel meshes is a better answer... by Anonymous Coward · · Score: 1, Informative


      The immediate problem that springs to mind for me is that current graphics cards and APIs don't produce good shading effects when the geometry is turned down. Gouraud shading (color-per-vertex interpolated across the face of the triangle) is the best that hardware acceleration will handle right now, and turning down the number of vertices will lead to problems with detailed color operations under normal circumstances (complicated lighting/shadow effects, etc.)


      i see, you are not in the field but rather stuck with textbooks from 1996.

      low poly with dot3 or other pixelshader based lightning models is currently all the rage because the xbox and ps2, while having a fast graphics part, are memory and cpu limited.

    4. Re:I'd say multilevel meshes is a better answer... by CompSci101 · · Score: 1

      Well, I'd like to think that I'm keeping up... (I'm actually kinda trying to write a 3D enigne) My textbooks are, in fact, from 1998 but that doesn't mean I don't follow what's happening ;)

      I know that these normal tricks exist -- most recently Normal Maps and such (which seem promising, but still amount to a texture mapping trick). I realize that pixel shaders can produce similar results, but think about which is easier: 1) allowing the art team to come up with a nice-looking model and calling glShadeModel(GL_PHONG); or 2) making the art team come up with a good low-poly model, running it through the mesh optimizer, and coding a special pixel shader that does something the video card SHOULD be doing for you automatically anyway.

      You're right that the lighting model is quite old, and simply not fully implemented in hardware yet because interpolating all the normals is too computationally expensive right now. Does that mean we should be accomodating underpowered gaming platforms through tricks that leverage areas where they are strong or pushing forward to implement this [basic | old] feature in hardware?

      I know the philosophy is "if it looks right, it is right" and geometry minimization is a way to squeeze performance out of a graphics engine, but getting rid of the geometry means it's just not there for things like physics or collision detection...

      I dunno.

      C

      --
      The Sun is proof that we can't even do fire properly.
    5. Re:I'd say multilevel meshes is a better answer... by Badman · · Score: 1

      Um... Halo 2, Doom 3, FarCry, and Unreal 3 are ALL using per-pixel lighting. Mesh simplification is a NECESSITY if you want a fast and good game. All modern game engines already do some sort of LOD on their meshes. This new technique is really cool though.

    6. Re:I'd say multilevel meshes is a better answer... by EvilLile · · Score: 1

      I think you misunderstand the point of mesh simplification. Many of the vertices and triangles they're removing are unnecessary in the first place - if you have a perfectly flat plane, you only need two triangles to represent it. A good mesh simplification algorithm will give you that from the tens to hundreds you may have originally had. Many of these simplifications will have little to no effect on shading, unless the model is dramatically changed.

      There are simplification algorithms like what you mention about automatic interpolation between meshes depending on the scene size. In Progressive Meshes, you store all of your edge collapses, so you can dynamically add or remove detail to the model. Hugues Hoppe has done some research on this, and I think he has a demo app on his website.

      Polygon count is one of the biggest bottlenecks in the graphics pipeline we have. Anything that lets us reduce the amount of stuff we're sending through is a big help, especially if it isn't necessary.

      Shaders exist so that you can do whatever you like for shading if what's built in isn't good enough. In fact, I heard rumors that some people actually wrote Phong shaders that were faster than the GL Gouraud shading.

  27. Similar Idea already in use... by dfj225 · · Score: 1, Interesting

    This might be slightly off topic, but it seems to me that an idea very similar to this is already being used in development. What I am talking about is the new Unreal engine. From the videos I have seen, it seems like the technology strives to create complex surfaces without using many polygons. Once of the examples they show in the game is a box with a complex grated surface which interacts with light and is shadowed appropriately, but when viewed in wireframe mode is simply a flat box made of very few polygons. They also give many more examples, including a wall made of bricks which a bump-mapped correctly but, again, in wireframe the wall is flat and the bricks are not composed of polygons. You can see the video for yourself here.

    --
    SIGFAULT
    1. Re:Similar Idea already in use... by Anonymous Coward · · Score: 0

      This technique is called normal mapping. The artist creates a high-poly model (several million polys or so) and textures that. Then, the data is taken from that and applied to a much lower-poly model (about 4,000 polygons). The detail is in the skin, not the model. What this simplification algorithm (it's not really compression) would do is make it easier to go from the high-poly model to the low-poly model. Unreal Engine 3 uses normal mapping and I believe the engine that powers Far Cry does as well- or at least some form of it. The technique used with the box and the wall is called virtual displacement mapping and is freakishly good. UnrealTechnology.com has all the info.

  28. Mmmm...!? by Anonymous Coward · · Score: 0

    OK, we've had Mesh OPTIMIZATION for a long time now, so how is this any different? Secondly, how does this method know where the model has "important" details and where the detail is less visible? That really affects which triangles should be removed and which should not. (The existing solution has been to assign vertex priorities when defining "level of detail" information in a mesh. Again, what are these guys doing that's any different or better?)

    Lastly I wanted to state that Mesh data is already very small. It's the textures that suck up lots of memory/filesize. The exception is with mesh animation based on vertex transformations (as opposed to the simpler, and smaller (data-wise) joint/axis animation). I didn't RTFA, so perhaps they discuss this already. ;-)

    1. Re:Mmmm...!? by Anonymous Coward · · Score: 0

      I compleatly agree with you.

      This Article is basicaly BS.

      Plus when dealing with 3d models more detail is better, there is no reason to compress the file by eliminating polys, it would be much better to save the polys and use a zip or rar compression on the file.

      Further more Mesh optimization isn't just in 3D modeling programs, many games do this on the fly as i think was stated in another post.

      I'm going nuts over this article and i though this was the best post so far so i decided to respond.

  29. Hi by autopr0n · · Score: 1, Informative

    I just wanted to let you know that you seem not to have any idea what you're talking about, and you definitely don't have any idea what the article is talking about.

    --
    autopr0n is like, down and stuff.
    1. Re:Hi by Anonymous Coward · · Score: 0

      This is not flamebait! He's right. The grandparent is total crap.

    2. Re:Hi by SilentChris · · Score: 1

      Hey, jerk. Shut up. No, really, be quiet. Thanks.

  30. Licensing Concerns by Obyron · · Score: 1

    Has their been any word on licensing? Considering that JPEG and GIF are both subject to the whims of private groups (Joint Pictures Expert Group, and Compuserve respectively) it'd be nice to have a good free image format. I haven't "R"ed the "FA," so if my question's answered there I apologize.

    --
    --Obyron
    1. Re:Licensing Concerns by Nexus+Seven · · Score: 1

      Joint Pictures...
      You mean like XRays of people's knees?

      JPEG stands for Joint Photographic Experts Group, which is an open committee. The standard is royalty free.
      GIF is owned by Unisys, but it's patent expired in June 2003.

  31. Re:slow connections by Anonymous Coward · · Score: 1, Informative

    Because not everyone in every country has access to a good broadband infrastructure. I speak as an Australian who can't get broadband because Telstra has severly outdated infrastructure. Even if you can get access to their ADSL services, it tops out at 1500/256 kbs. It's not so bad if you're one of the 3 people in the country with access to the cable network (mostly owned by Telstra, 10% is owned by Optus/Singtel).

  32. Very nice, but.... by Anonymous Coward · · Score: 0

    .... will it be used in Duke Nukem Forever?! Maybe this is the holy grail they've been waiting for!

    Hooray for old technology that has been marketted as being new!

  33. That is why it is news. by pavon · · Score: 3, Informative

    Read the fine article. You are correct that mesh optimization has been a most popular MA/PhD thesis subjects for over two decades. Which is exactly why someone comming up with a method that is an order of magnitude better than any other previous method is big news.

    Also for all those questioning it's usefullness, you need not look any further than 3D scanning. When it comes to detailed models, very few things are done by scratch, instead the are digitized using one of many scanning techniques. This model is then massaged by hand by an artist. This technique would allow you to get a much better first cut, saving time for the artists.

    Lastly, quake and others generated meshes from smooth NURBS objects. This is quite different, and much easier than generating one mesh object from another. Those tequniques are not usefull for scanned objects where you start with a dense mesh object.

    1. Re:That is why it is news. by Mac+Degger · · Score: 1

      "Lastly, quake and others generated meshes from smooth NURBS objects."

      If by quake you're refering to the computer game, you're very, very wrong. In no way do they employ NURBS. Nor does any computergame (well, no succesfull mainstream one I know of) due to the fact that 3d accelerators only support triangles (well, the TNT did, but no-one used it...one might even make the case that Carmack killed off the use of parametric curves in 3d hardware acceleration).

      As for high poly models, you are right...or at least, were. Zbrush 2 has made it very easy for artists to build highpoly models from scratch. Thanks to that piece of software, I can see scanning to get a base mesh (or pointcloud) diminishing in use by a significant factor.

      --
      -- Waht? Tehr's a preveiw buottn?
    2. Re:That is why it is news. by pavon · · Score: 1

      Quake III does indeed use NURBS objects for all of the curved landscape. It generates a meshes from the NURBS object when loading the level, the detail of which is dependent on the capabilities of your system.

  34. Ob Ref by Queer+Boy · · Score: 0, Offtopic

    I'm a polyhedron, you insensitive clod!

    --
    Not since Marie-Antoinette played milkmaid has looking simple and honest been so fake and complicated.
  35. Is this maybe a little hyped? by Shanep · · Score: 2, Insightful

    I've been using 3D Studio for about 12 years. I can't remember when this type of triangle reduction feature came in, but 3DS had it.

    It would basically reduce the number of trianges more where they together made flatish surfaces and practically not touch the triangles that made up significant details.

    "Mathieu Desbrun, assistant professor of computer science at the USC Viterbi School of Engineering says that digital sound, pictures and video are relatively easy to compress today but that the complex files of 3-D objects present a much greater challenge."

    What!? How hard is it to remove triangles based on the direction that they face!?

    "His "Variational Shape Approximation" scheme created with two collaborators produces simplified but highly accurate "meshes" representing 3-D shapes. The meshes are orders of magnitude smaller than those produced by existing ways of handling such files but remain completely compatible with all widely used methods to display and use the information."

    This is really hyped. This is not compression in the sense of MP3, where you have to decode it. It's just replacing lots of small trianges that make up a flatish surface, with fewer large triangles or polygons. Big deal!

    "The proxy representation, once refined, is then reconverted into a now-optimized mesh -- but not necessarily a mesh of triangles. The technique turns them instead into an assortment of polygons -- some triangles, but also four, five, six or more sided figures that more efficiently represent the shape"

    Could this be a cop out? Since it could be difficult to replace some triangle groups with a larger triangle without changing the overall shape?

    Polygon's are traditionally reduced to triangles for speed benefits! So why not go that little extra?

    "This is not a hack," says another expert, in the field GÈrard Medioni, professor of computer science and chair of the department at the Viterbi School, using the term for a makeshift, unsystematic improvisation. "It has a strong formal basis. You can make up extreme cases that will trick it, but for ordinary shapes, it works remarkably well."

    Cool, Shrek 3 will be nothing but primitives! Move along, nothing to see here...

    --
    War crimes, torture, lies, illegal spying... Would someone give Bush a blowjob, already, so he can be impeached?
    1. Re:Is this maybe a little hyped? by zalas · · Score: 1

      This is really hyped. This is not compression in the sense of MP3, where you have to decode it. It's just replacing lots of small trianges that make up a flatish surface, with fewer large triangles or polygons. Big deal! Uh... using your analogy, DCT+quantization based video compression is just replacing lots of different frequencies of similar magnitudes with one magnitude. Transforms aren't necessary for compression, especially if the input data is already in a somewhat analyzed state, like triangle vertex data.

    2. Re:Is this maybe a little hyped? by grammar+fascist · · Score: 2, Informative

      Nice rant. See my earlier post on why this is new and cool.

      "It has a strong formal basis. You can make up extreme cases that will trick it, but for ordinary shapes, it works remarkably well."

      Cool, Shrek 3 will be nothing but primitives! Move along, nothing to see here...

      Ordinary != primitives. Ordinary = things you generally find in reality. That would be faces, bodies, hands, everyday objects like trees, toasters and television sets...

      The technique is borrowed from machine learning (which is my current area of study, so I feel I have some understanding of it). You can regard what they're doing as generalizing (the aim of machine learning), which is always prone to error when presented with pathological cases. In other words, if you try really, really hard, you can invent cases which it utterly fails at, but it just doesn't happen in normal practice.

      (For a human analogy, consider those weird optical illusion drawings: they're pathological cases that throw your brain out of whack. But in practice, you really don't need to be able to quickly and correctly analyze those sorts of things.)

      --
      I got my Linux laptop at System76.
    3. Re:Is this maybe a little hyped? by Shanep · · Score: 1

      This is really hyped. This is not compression in the sense of MP3, where you have to decode it. It's just replacing lots of small trianges that make up a flatish surface, with fewer large triangles or polygons. Big deal!

      Uh... using your analogy, DCT+quantization based video compression is just replacing lots of different frequencies of similar magnitudes with one magnitude. Transforms aren't necessary for compression, especially if the input data is already in a somewhat analyzed state, like triangle vertex data.


      Notice I used the word "not". Stating that this is NOT like audio compression? This technique searches for adjacent triangles which share a similar face direction and then replaces them with a larger triangle or polygon. End result being less data required to encode that area with the loss of some detail ("this approach to geometry approximation"). Nothing at all like audio or video compression (unless you compare with RLE compression that allows ).

      I didn't mention anything about video compression and this story has nothing at all to do with video compression.

      I did not state that transforms are required for compression, but transforms are most certainly used in this form.

      Do you dispute this... "It's just replacing lots of small trianges that make up a flatish surface, with fewer large triangles or polygons." because this is a caption from the image, "Simplifying by condensing small triangles (colored) into larger ones, and then into polygons.".

      Did you fail to read the story and my post?

      --
      War crimes, torture, lies, illegal spying... Would someone give Bush a blowjob, already, so he can be impeached?
    4. Re:Is this maybe a little hyped? by Shanep · · Score: 1

      Ordinary != primitives.

      I was joking, for the love of God. Do you think after 12 years of 3D Studio usage, that I would have actually meant it? I've been programming for a hell of a lot longer than that too.

      The technique is borrowed from machine learning (which is my current area of study, so I feel I have some understanding of it).

      I don't care how they go about acheiving it in the end. The theory, based on the article, is that adjacent trianges with similar face directions, can be reduced to fewer triangles or polygons, possibly with an acceptable, adjustable loss of detail. There is NOTHING new about that in 3D mesh complexity reduction. NOTHING.

      The technique to achieve it might be interesting, but reducing adjacent triangles with similar face directions is neither new or super complex.

      PS, I DID read the article. My "rant" is based on the article, not the technique involved. Good things can be badly hyped you know.

      --
      War crimes, torture, lies, illegal spying... Would someone give Bush a blowjob, already, so he can be impeached?
  36. Re:must do this by Anonymous Coward · · Score: 0

    I didn't RTFA, but it's probably the other way around in Soviet Russia.

  37. What is the time complexity of it? by drgonzo59 · · Score: 1

    I couldn't tell from the article. To have an algorithm is nice, to have an efficient one is nicer. I will get excited when I see some benchmarks or at least a time analysis of it.

  38. Not Written by the Scientists by SpootFinallyRegister · · Score: 1
    In 1998, theoreticians proved that the problem was "NP hard" -- that no general solution exists that can be solved by a computer in finite length of time.
    ooops. someone forgot to read this over.
    1. Re:Not Written by the Scientists by Anonymous Coward · · Score: 0
      In 1998, theoreticians proved that the problem was "NP hard" -- that no general solution exists that can be solved by a computer in finite length of time.

      ooops. someone forgot to read this over.


      The statement is correct. There is no general solution. For an NP hard problem, you're forced to iterate through every possible solution, and then decide which one is "best".

    2. Re:Not Written by the Scientists by Anonymous Coward · · Score: 0

      Approximation != Solution. This is an approximation (and apparently a lossy one at that).

    3. Re:Not Written by the Scientists by majiCk · · Score: 1

      The statement is correct. There is no general solution. For an NP hard problem, you're forced to iterate through every possible solution, and then decide which one is "best".

      Guess again -- ``NP hard'' just means we don't know if there's a general solution, because if we did, we'd know the same thing about every other NP hard problem (and every NP problem, for that matter). The article is incorrect. Consult your algorithms textbook.

    4. Re:Not Written by the Scientists by grammar+fascist · · Score: 1

      Yeah, that jumped out at me too, when I read it. This will explain the true definition.

      "Informally this class can be described as containing the decision problems that are at least as hard as any problem in NP."

      (Has anyone else been impressed lately at the quality of CS- and math-related pages at Wikipedia?)

      What the article described was pretty close to Turing-undecidable (though it flubbed that, too), which is much different. Of course, explaining NP-hard to someone unfamiliar with complexity theory is very difficult, especially when you don't know it yourself...

      I'll take a stab at it. NP problems are generally regarded to not be solvable in polynomial time. (Polynomial time is when the amount of time taken to solve a problem is no greater than the problem size raised to some constant exponent times some constant factor: cn^k, or O(n^k).) They generally take exponential time or worse - as far as we know.

      NP-hard problems, like the Wiki says, are at least as hard as any NP problem. The distinction probably doesn't matter so much - just think "really, really hard, and really really harder as you add even one to the problem size" and you've got a decent intuition for it.

      --
      I got my Linux laptop at System76.
    5. Re:Not Written by the Scientists by majiCk · · Score: 1

      I'll take a stab at it. NP problems are generally regarded to not be solvable in polynomial time. (Polynomial time is when the amount of time taken to solve a problem is no greater than the problem size raised to some constant exponent times some constant factor: cn^k, or O(n^k).) They generally take exponential time or worse - as far as we know.

      Take another :) NP problems can be solved in polynomial time by a non-deterministic Turing machine. This includes every problem that can be solved in polynomial time by a deterministic machine, too, and those problems certainly don't take exponential time, even as far as we know.

      Another way to think about it is this: NP problems can be verified efficiently (i.e. in polynomial time, using a deterministic Turing machine) -- if you already know the answer, it's easy to check that it's correct. For some of these problems, it's easy to come up with that answer from square one. For the NP-hard ones, though, it's tough -- so tough that if we could solve them efficiently, we could solve every NP problem efficiently, even the hard ones.

      Also, not all NP-hard problems are NP -- there's a special title reserved for problems in both classes: NP-complete.

      (I don't know why i should be wasting so much time being pedantic about complexity theory on Slashdot... especially at this hour!)

      Oh, and...

      (Has anyone else been impressed lately at the quality of CS- and math-related pages at Wikipedia?)

      Yes :)

    6. Re:Not Written by the Scientists by pclminion · · Score: 1
      ooops. someone forgot to read this over.

      Yes. For those who replied to this comment who seem a little confused... What is incorrect about the statement is the claim that the problems can't be solved in any finite length of time.

      This is not the meaning of NP-hard. There are many NP-hard problems which can be solved in finite time. For example, the traveling salesman problem.

      The "NP" stands for nondeterministic polynomial. What this means is that any particular solution to the problem can be checked in polynomial time. The "nondeterministic" means that the problem could be solved in polynomial time if you could simultaneously ("nondeterministically") check all possible solutions at once. (Does this remind you of quantum computing in any way? Hmm...)

      The "hard" means the problem belongs to a general class of NP problems, all of which are equivalent to each other. This means that if anyone ever finds a polynomial-time algorithm to solve a NP-hard problem, then they have solved all NP-hard problems.

      However, this researcher has not solved the NP-hard problem, he has merely come up with a very good algorithm which tends to give good solutions nearly all of the time. Whether or not the technique is "lossy" really isn't the issue here.

  39. Open Source Prior Art by Port-0 · · Score: 1, Informative
    I think the Flight Gear Fight Simulator has been using this technique for 5 years or so to model the terrain of the earth.

    This may not be exactly right, but The terrain starts as a regular grid of datapoints take from DEM data which is interpolated into an irregular grid of points within certain error constraints, which preserves the contour of the scenery but drops the number of triangles needed. This has the effect of dropping out datapoints in the middle that don't contribute anything:

    A quote from a paper on the Flight Gear Web Sight:

    An irregular grid can often represent the same level detail as a regular grid with 4-6x fewer polygons. This is very desirable in a flight sim where both detail and rendering speed is very important.
    1. Re:Open Source Prior Art by Anonymous Coward · · Score: 0

      FlightGear polygon reduction is based on this work

  40. You must be running Linux! by Anonymous Coward · · Score: 0

    This would explain your miserable failure rate

  41. This almost sounds good, by LordZardoz · · Score: 1

    but the level of detail for a 3d mesh is affected by how close you will end up zooming in. This can be tweaked by using vertex normals to smooth out a mesh, but the loss of detail for this sort of compresssion is a pretty risky tradeoff.

    Can it reliably restore the level of detail after compression? How does it handle animated objects vs static objects? What is the intended use for this compression?

    Still, it is intresting enough to warrant a closer look, I suppose.

    END COMMUNICATION

  42. That's no moon... by Anonymous Coward · · Score: 0

    It's a SPACE STATION!

  43. Re:HomPo by 09za+ · · Score: 1

    Thanx for the Tshirt Idea
    BTW i'm a greedy republican

  44. No. Re:No. by Anonymous Coward · · Score: 1

    You're thinking about hidden surface removal. That's been around for a while :). This actually is about using less space to store a mesh. The article even says it: elegant algorithm to compress the large and ungainly files that represent 3-D shapes used in animations, video games and other computer graphics applications.

  45. How the hell is this news? by deviun · · Score: 1

    Any real 3D application (Max, Maya, XSI etc) have had poly reduction algorithms in place, have had them for years and are probably far more tested and refined than this. Games have been using stuff similiar to this for years, every single modern game has some kind of scalable meshes, pre-made or realtime. Even old ones do too and not just pre-made models with higher or lower polycounts, but models that are dynamically scaled in poly counts by the games engine, Sacrifice is one game that comes to mind. And wouldn't it be better to use premade meshes of different polycounts rather than have them be scaled in real time? It seems like it'd use less resources that way and it would give the artist more control to make a better looking model at lower polycounts.

    1. Re:How the hell is this news? by Anonymous Coward · · Score: 0

      Most games have artist made LOD's. As a modeler, you have to make (depending on the game) around 5 versions of the same model. There are no really brilliant autonomous poly reduction algorithms, even in the high end apps. That's why it's done by hand.

      With a fast method that isn't NP hard, the modeler need make only 1 model for a game, and that model can be quite high poly. Then you can reduce the model to suit the game requirements at game release date, AND your game could tailor itself to the system it's running on. Better system, higher poly models. You could also have within the game environment dozens (or hundreds!) of lower LOD models, all based off your one source model.

      If the algorithm is that fast and autonomous, it's a hell of a useful development. Makes games faster, look better, work on more lower end systems and cheaper to develop the art for it.

  46. World Wide Quake? by menem · · Score: 1

    I hope this will speed up the day when we have a world wide quake environment. Where avatars can walk down a hallway into a different room which is on a different server somewhere else on the planet.

    This is all possible today. The bandwidth requirements are huge, but enough people have high speed internet connections to download the massive amounts of information. We just need someone to design the open standard equivalent of HTML for this virtual world with earth like physics.

    1. Re:World Wide Quake? by Anonymous Coward · · Score: 0

      So does that mean that if some one pisses us off we can frag their ass, rather than just adding them to a block/enimies list. Might just be fun

    2. Re:World Wide Quake? by Atzanteol · · Score: 1

      You mean like VRML?

      --
      "Ignorance more frequently begets confidence than does knowledge"

      - Charles Darwin
  47. No. Re:No. Re:No. by YOU+LIKEWISE+FAIL+IT · · Score: 4, Informative

    Skimming the article, this just seems to be polygon aggregation on the model ( not HSR, which is certainly not what grandparent was implying anyway ). It's certainly not a method for compressing the stored mesh, it's just discarding arguably redundant detail.

    Desbrun explains that his accomplishment was to simplify such a mesh, by combining as many of the little triangles as possible into larger elements without compromising the actual shape. Nearly flat regions are efficiently represented by one large, flat mesh element while curved regions require more mesh elements.

    ( My emphasis ). I was pretty sure this was nothing new, although I'm sure a general case algorithm, let alone a fast and accurate general case would be novel. But I was writing polygon aggregation code for my undergraduate computer graphics subjects ( much simpler meshes though ), and I would expect anyone with any CSG education to not confuse the subject matter with an actual storage optimisation.

    --
    One god, one market, one truth, one consumer.
    1. Re:No. Re:No. Re:No. by Mycroft_VIII · · Score: 1

      This sounds alot like the 'optimize mesh' routines in many 3d products such as 3d max.
      What have they done that's different I wonder. Hopefully somthing that does a LOT better job of keeping the shape with respect to the number of pollies removed and or leave a more workable mesh. the mess Optimize leaves sometimes is atrocious if you want to do more work on a model.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    2. Re:No. Re:No. Re:No. by Idealius · · Score: 1

      Optimize in 3DS max is much different because the algorithm isn't that smart. Optimize is going to reduce poly-count model-wide, while this is only going to reduce poly-count where it's not that noticeable anyway. Like the article says, "..similar to the way mp3's..". An Optimize on an audio file will reduce the quality of the track at all frequencies, not just the ones human's can't hear.

    3. Re:No. Re:No. Re:No. by merlin_jim · · Score: 1

      I was pretty sure this was nothing new, although I'm sure a general case algorithm, let alone a fast and accurate general case would be novel. But I was writing polygon aggregation code for my undergraduate computer graphics subjects

      MilkSpace 3D, the nearly free ($20) 3D modelling software geared towards mod developers has had mesh simplification built in for some time, and it is an accurate (though not necessarily fast) general case.

      --
      I am disrespectful to dirt! Can you see that I am serious?!
    4. Re:No. Re:No. Re:No. by Mycroft_VIII · · Score: 1

      No sh*t 3ds max's optimize is not that smart, it leaves a horrible mesh, somtimes killing details by eliminating needed polies and the leaving 4-5 pollies on a nearly flat surface.
      I'm glad to hear someone has come up with a much smarter routine. Hopefully it's not to much of a hit cpu wise, though I'm shure they claimed it wasn't if thier planning on comercializing thier algorithym.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
  48. the use of this technology... by davenz · · Score: 3, Insightful

    is probably not going to be seen by the end user in games or movies or otherwise, as has been noted 3d models are allready as low poly as they can be. The only use that comes to mind is in the area of scanning real models into computers which outputs huge files and many many poly's, this is where an algorithym like this would be very useful to get a model that can be used without being overtaxing on system resources.

    1. Re:the use of this technology... by Anonymous Coward · · Score: 0

      If this is fast enough to be used on the fly, it could be used in a similiar manner as bilinear filtering is used on textures, to reduce detail on objects at a distance, where less detail is required. I've seen crude verisons of this implemented in some games, where models are replaced with a lower poly verison at a distance. Using this algorithm, the transition could be made smoother, and only insignificant details would be removed.

    2. Re:the use of this technology... by Mac+Degger · · Score: 2, Informative

      You've never had to make LODs for a game model, have you? An efficient algorithm that does this well (ie without producing odd looking things) will save time and money.

      --
      -- Waht? Tehr's a preveiw buottn?
  49. Useful for CAD? yes/no by t_aug · · Score: 4, Interesting

    I get the feeling this technique won't be so useful for what most people consider to be CAD. That is, defining the size and shape of parts. (ALA Pro/Engineer, Catia or the like) The part of CAD that I feel may benefit is Finite Element Analysis (encompased by the phrase: computer aided design). Meshes of 3D shapes can get VERY complex VERY fast and this complexity has to be stored in large files. The hangup is probably that this technique was developed to retain visual similarity. That dosn't mean that the data it retains will provide a good numerical solution.

  50. That's one of two questions I have by RLiegh · · Score: 1

    the other is will this actually allow lower end computers to do better graphics (by virtue of having less to compute)?

    1. Re:That's one of two questions I have by Mycroft_VIII · · Score: 1

      It could. that's the simple answer.
      whether it will be used like that I don't know. But seeing as how 3d software has already had options to reduce polly count based on detail level for quite some time I don't see how it hasn't already been used unless this is some significant improvement on what is already done.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
  51. Idea already been done by gtada · · Score: 1

    It exists. Check out what ZBrush is doing.

    Also, I believe ATI has a tool to do this as well.

  52. Re:slow connections by LostCluster · · Score: 2, Insightful

    You can watch multiple mp4 video/audio streams at this speed - so why not 1 3d model?

    Because we're all still using 2D cameras and monitors... and that's the real hold-up in 3D content production. Things like QuickTime VR have been around for years, but haven't really caught on because they're not easy to make content with and the results are not exactly stunning sometimes.

  53. Prior art... by LostCluster · · Score: 1

    There's already a process for taking a 3D world and then flatening all of the surfaces and removing all of the surfaces that are not within the view of the camera so that they no longer are included and then compressing the result...

    It's called rasterizing... the process of taking a 3D world down to a 2D image.

  54. jesus,i never knew there were so many idiots on /. by Anonymous Coward · · Score: 0, Insightful

    If you people don't know what you're talking about then why not just not say anything ? 90% of the posts in this thread are from idiots who know a tiny amount about the domain, and feel they can flaunt and strut their embarrassing morsel of knowledge in front of the community. grow up.
    No one is claiming that there haven't been algorithms to do this job before - there are quite a few - but IT'S FUCKING HARD. Reducing the complexity of shapes while retaining their identity is a very tough problem - just because 3D studio has the ability to simplify geometry doesn't mean it does a particularly good job of it. Most games houses for instance can't rely on automatic simplification of models and have to employ people to hand craft low poly models. Newer techniques such as normal mapping are making this more automated, but even then there is a lot of scope for improvement - it's exactly for those kinds of uses that this algorithm (if it's as good as they say) will be the most useful.
    As for the guy who offered his hilarious description of MP3 encoding as "encoding the differences between one frame and the next", perhaps now might be a good time to crawl under a rock.

  55. Doah... by MacWiz · · Score: 1, Troll

    "Just as MP3s remove high frequencies we can't hear..."

    This is the single most idiotic comment I've heard this year.

    1. Re:Doah... by Anonymous+Writer · · Score: 1

      "This is the single most idiotic comment I've heard this year."

      You didn't hear it. You read it.

    2. Re:Doah... by Anonymous Coward · · Score: 0

      No its not, that is a part of sound compression, along with removing soft frequencies that are close to loud frequencies and other compression techniques that is how lossy compression works

    3. Re:Doah... by shish · · Score: 1
      This is the single most idiotic comment I've heard this year.

      You're new here, aren't you?

      --
      I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
    4. Re:Doah... by SuiteSisterMary · · Score: 1

      How do you know he's not using a text-to-speech engine to listen to /.?

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    5. Re:Doah... by MacWiz · · Score: 1

      Why I'm answering AC's I don't know but....

      By the time audio is reduced to CD standards, it is already limited to 20k Hz, which is the top edge of human hearing. So the high frequencies you can't hear are already gone.

    6. Re:Doah... by MacWiz · · Score: 1

      How do you know I'm not blind and had to have it read to me, you insensitive clod?

  56. 3d-engines by lemody · · Score: 1

    hmm, hidden surface removal is quite old thing, I guess every 3d-engine has it already.

    --


    class he-man extends man!
  57. I'm not sure that's the problem. by Bruce+Perens · · Score: 2, Interesting
    Notice that this is mesh compression. It is a way to compress an irregular and aperiodic surface. If you want a compact 3D model the first thing to try is using simpler geometry.

    Bruce

  58. NP-Hard by DimGeo · · Score: 1

    The article is Wrong. It says that NP-Hard problems cannot be solved. NP-Hard problems CAN be solved, it just takes too long because the only known algorithm just lists all possibilities and tests them one by one. This is slow, but impossible? Nope. Such problems are being solved every day, it just takes too much time to solve them. The article probably has a point there, though, as it speaks of real-time 3D graphics which needs all things to be as fast as possible.

    1. Re:NP-Hard by alapalaya · · Score: 1

      Indeed, actually, NPHard problems have a solution whose O() complexity is described a poly of an integer number which describes the "cardinality" of the problem..... maybe.

      --
      667 The Neighbour of the Beast
    2. Re:NP-Hard by DimGeo · · Score: 1

      Actually, the complexity of trying a possible solution of an NP-Complete problem is O(p(n)), where p(n) is a polynom of n. If the number of possible solutions is pow(2, n) (2 to the power n), then the complexity of solving the problem itself is too high (and the speed is too low). Noone knows yet whether P = NP, or P NP, where P is the class of problems solvable of in polynomial time.

  59. 3D scanning methods by Anonymous+Writer · · Score: 1

    instead the(y) are digitized using one of many scanning techniques

    What are the different scanning methods you are aware of? I've come across a few and I'm interested in knowing about others. I came across a method used by the National Research Council of Canada, and I think it has spun off into a commercial entity called Arius 3D. It captures surface 3D and colour data of objects on some kind of turntable, scanned by an RGB laser device. There's also the FastScan input device that uses motion-capture technology in combination with a monochrome surface laser scanner, so you move the scanner around, not the object. It was used for Lord of the Rings. I also came across the iModeller software package that apparently lets you use a standard digital camera to capture 3D images somehow. And I also recall seeing a documentary on television before where a RGB laser scanner, like the Canadian one mentioned earlier, was used to scan in ancient cave wall paintings. It scanned the 3D contours as well as the colour information of the cave wall surface, except the scanner laser moved around like a CRT scan line, so neither the scanned object nor the scanner needed to be moved. I couldn't find any information about that one on the web. I'd like to know of other methods and information about them on the web. Oh, and if anybody knows about that cave wall painting scanner device, I'd like to know more about that as well.

    1. Re:3D scanning methods by WhyteRabbyt · · Score: 1

      Correction : The Arius3D system is actually based around a fixed-position object and a moving scanning laser. I do know it can also be used to scan rooms, so it may be what was used for your cave.

      --
      free experimental electronic music netlabel at www.viablehybrid.com
    2. Re:3D scanning methods by Anonymous+Writer · · Score: 1

      My mistake. I guess I just got that impression from a photo of it or an earlier version. How do you know this about the Arius3D system? Have you worked with one before and how did you know it could scan rooms? I can't find details like that on the net, even on the Arius3D site.

    3. Re:3D scanning methods by pavon · · Score: 1

      In addition to those, the method that most animation studios use is really more of a digitizer than a scanner. The way it works is you have a pen whose position in three space is monitored. They you go and touch the tip of the pen to the model. Each touch is registered in the computer as a point of the surface of the model. So you keep putting in points as you see fit, and when you are done, some software makes a mesh out of all of the points.

    4. Re:3D scanning methods by Anonymous+Writer · · Score: 1

      Yeah, I've seen those. The FastSCAN actually has one of those pen things, if you look closely at the picture. There were more details on its use on the web page before, but they revised their website fairly recently. I also recall one that looked like a pen attached to a robot arm, but I didn't include it because I didn't have a link.

  60. It has been done before. by ZorbaTHut · · Score: 2, Interesting

    In production code, for that matter.

    I wrote a polyreducer for a game I worked on. It would take as input a mesh, bone data, and an input texture map, crunch over them for a few minutes, and spit out a mesh with fewer triangles (and a new texture map). It would have been easy to make it spit out a bump map as well, except we were targeting PS2 and a bump map would have taken another rendering pass.

    Quite effective. We stripped about 25% of the triangles out of most models. I kinda wish I'd gotten time to apply it to the world geometry too - especially if I could have snuck it in before the lighting step. That might have been tricky though.

    One amusing side effect is that I end up looking at people's examples of their algorithms (like, say, ZBrush) and just laughing. They're not doing *any* of the hard parts - they're getting as input the target mesh, they're guaranteed the high-detail mesh is a subdivided version of the target mesh, what are they doing to earn their $500? Mine would take the high-detail mesh only and do *everything* from there!

    Maybe I should talk to my old boss and see if he'll let me reimplement the algorithm and sell it as a plugin . . .

    --
    Breaking Into the Industry - A development log about starting a game studio.
  61. 3D Content could have proliferated long ago by Anonymous+Writer · · Score: 2, Informative

    I could have sworn that someone came up with a format for streaming 3D on the web ages ago. No, not VRML, something else. I just tried to do a Google search for it, but came up with too many results. It was supposed to allow 3D content on the web to take off as well.

    VRML was supposed to do that, for that matter, and has been around since around 1996. I think 3D has never really taken off on the web because of the way you have to navigate through 3D worlds. I recall navigating through VRML was a real pain with a mouse. If they found some way of automating walkthroughs with just one click when they first introduced it, then maybe it would have been more popular. I haven't followed VRML it since its introduction, so I don't know if it now has automated walkthroughs.

    1. Re:3D Content could have proliferated long ago by bjpirt · · Score: 1

      I remember using Viewpoint about 5 years ago for web based 3d. It would gradually stream in the points of the mesh so that as it was recieving the data, the model would gradually build itself as you watched. Maybe this is what you are thinking of?

      IIRC it was a very impressive piece of technology. It could be placed in an html layer and was transparent with a nice drop shadow over whatever content was beneath it. It used a binary format to deliver the actual models, than an xml file defined how they should be arranged, animated, etc.

      Their site is here, but at a glance I can't really see if they still do 3d - just some kind of media player thing.

    2. Re:3D Content could have proliferated long ago by Anonymous+Writer · · Score: 1

      That may have been it, i'm not sure. I vaguely recall it may have been a plugin for IE or something, but the streaming did involve a process like the one you mentioned.

      It was supposed to overcome the problem of having to wait for all the 3D data to be downloaded before it could be displayed. It would display crude 3D images at first that would gradually become more detailed, the way unchanging portions of streaming video gradually become more detailed.

  62. Not quite yet... by AbsolutCamper · · Score: 1

    Although the technology is already here, it'll probably take a few years to implement. Just look at how many years it took for MP3 to become the giant it is now. When it is implemented, I think we'll be able to fit entire cities on a single dvd. I bet Carmack is already looking at this for use in his next engine, or not...

  63. Re:Useful for CAD? yes/no by Engineer+Andy · · Score: 1

    I doubt that this would provide much assistance in FEA as there is the need to keep similar mesh sizes (with localised refinements for extra detail as needed). It has been too long since my analysis courses at university but I don't think this is the silver bullet for making FEA quicker. Most respectable FEA packages are good at meshing in a reasonably sensible manner.

    Then again, I'm a structural engineer and most of our stuff is reasonably planar, or curved in a steady fashion with few fiddly bits which would need far more care with meshing.

    I do know what you mean though about file sizes. A colleague of mine had a FEA model of a high rise that needed one gig of RAM to run it, without having it going into hard disc swapping.

    --
    "And we have seen and do testify that the Father sent the Son to be the Savior of the World" 1 John 4:14
  64. seems vaguely embarrassing by Trepidity · · Score: 1

    It'd be one thing if this were in the popular press, but this is on the school of engineering's press release site. Oops.

    I was going to give them a friendly heads-up that they're publishing information most undergraduates in the field know to be flatly wrong, but I couldn't find a relevant contact address.

  65. New???? by mwvdlee · · Score: 1

    Hasn't this been done a zillion times before? Just thinking of all those *LOD algorithms.

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    1. Re:New???? by Anonymous Coward · · Score: 0

      yes, if you take a look at the vipm topics covered at
      http://www.cbloom.com/3d/index.html
      youll notice that vipm is doing the same but instead of throwing away the detail it just omits it in the rendering stage if the error is unlikely to be noticed by the user.

  66. How long... by Anonymous Coward · · Score: 0

    ... before some stupic idiot patents this?

    I guess it will happen, as it is easy to claim one did prior research to this.

    Patenting mathematical methods is stupid. Assume Newton or Leibniz patented integration...

  67. Splines by Bones3D_mac · · Score: 2, Interesting

    This is nice and all, but is it really necessary now that curved surfaces can be accurately represented by splines? While it may require more data per point in the model, the total number of points in a spline-based model is already far lower than the number of verticies needed to create the same model using polygons.

    I can't imagine why else anyone would need a high-density of verticies unless they were trying to represent a curved surface.

    --


    8==8 Bones 8==8
    1. Re:Splines by pjt33 · · Score: 1
      One potential application would be biometrics. The UK government seems convinced they're the solution to all the world's ills (okay, I exaggerate slightly), and one of the biometrics they're testing involves storing a mesh of your face. Spline compression might be one approach to storing such a mesh, but most faces aren't inherently made up of the standard modelling primitives.

      Note, before flaming me, that I'm not advocating biometrics in this post. Thank you.

  68. Long Overdue by ObsessiveMathsFreak · · Score: 1

    It's about time someone came up with lossy compression for 3D graphics.

    Given advances in bump mapping, texture mapping and antialissing I feel I could live with a few less detailed polygons, in exchange for faster download time. This could have a big impact on blue vs red, no?

    I think this question harps back to the old argument about levels of detail. Should we spend an extra 1000 CPU cycles giving counterstrike bots a more refined nose or spend it on more advanced AI?

    I think the nose job camp is winning at the moment. Not in counterstrike mind! Just in the industry in general.

    --
    May the Maths Be with you!
  69. gestures by oliverthered · · Score: 1

    Could the same techniques be used to reduce mouse/pen gestures so that things like joined up handwriting recognition become possible

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    thank God the internet isn't a human right.
  70. Here's one: Re:the use of this technology... by AndyChrist · · Score: 1

    In an MMORPG, compressing models down farther than otherwise possible you could have players download new models for new content quicker.

  71. Umm... wow... by Drakonite · · Score: 1
    Um... Wow. According to the article the only thing they are doing is running over the meshes and lowering the polygon count to reduce filesize... This technique has been around for a very long time.

    If you really want to lower the file size of large, complex 3d models, you should be looking into things such a using bezier paths to describe curved surfaces, which also has the advantage of providing infinite levels of detail and thus can be dynamically scaled depending on the power of the rendering engine being used.

    That being said, textures often take up more room than 3d models. Either reusing textures or using more polygons and less/lowerquality textures can save space.

    --
    Shoot Pixels, Not People!
  72. Progressive meshes are nothing new by robnauta · · Score: 1

    See this paper by Hugues Hoppe, presented to ACM SIGGRAPH in 1996. It's the same thing. Progressive meshes have been implemented in the D3DX library for years already.

  73. For those of you interested in learning more... by KingSchlong · · Score: 1

    ...the author of this work Mathieu Desbrun recently organised a seminar class at Caltech (along with Peter Schroeder, also mentioned in the article) on Discrete Differential Geometry:Theory and Applications. Movies of all the lectures are on the class website in wmv format, with accompanying slides.

  74. Current games already do that. by master_p · · Score: 1

    My mind goes to the game 'Far Cry', but I bet there are lots of other games that do it.

    The trick is really simple: the number of polygons is reduced, and the curving detail is transferred to the texture. The texture appears curved, but it is actually drawn with curve rather than being applied on a curved surface consisting of many small triangles.

  75. That's just the simplification part.... by Slur · · Score: 1

    ... the rest of the process involves storing the differences between each successively simplified model and the detail level above it. I suppose a wave-interference - or turbulence - method would work well.

    Another key aspect of this approach is the amount of data required to send across the bus and to store on the card decreases dramatically, so you can attain far more complex animations than previously possible. By varying a few key points of the representation you could do fairly complex deformations at any detail level in real time without losing the coherence of the model.

    I can't wait to see this new approach applied.

    --
    -- thinkyhead software and media
  76. Re:Here's one: Re:the use of this technology... by Quarters · · Score: 1
    No, not really.

    The mesh file isn't taxing your bandwidth during a download. Mesh files are tiny compared to everything else. It's the bitmaps that suck up all the space.

    And, as the original poster stated, good game artists have already optimized the model to get an optimal # of polygons while maintaining a good visual appearance. Any further automatic reduction would either be trivial or could distort the look of the object to the point that it was no longer acceptable.

  77. New? by Andy+Smith · · Score: 1

    One day in 1992 or thereabouts, I was sat in the computer room at college, writing 3D code in Pascal instead of 'learning' about databases. The first step I took in simplifying the render process was to cull adjacent triangles with identical or closely similar normals. This was done to speed up rendering, not for the sake of data compression, although that was of course a happy side effect.

    I'd put money on someone else having done the same thing before me. Decades before me.

    So without wanting to sound bitchy or sarcastic, what's the big news here?

    Researchers have stumbled upon a technique that must surely be used at some point in the development of every modern computer game?

    My understanding of low-poly modelling is that high-poly models are created and then simplified, ie: imperceptible triangles are removed and adjacent triangles are expanded to cover their place.

    Also, what about real-time distance-based simplifying? A game might use all 1000 triangles of a model when it's close-up, but simplify the model to 50 triangles when it's further away. Same principle.

    This strikes me as a case of reinventing the wheel.

  78. Another area where this isn't new: CFM by macklin01 · · Score: 1

    Computational Fluid Mechanics.

    Their main problem seems to be summarized as such: How can we get rid of mesh nodes while still accurately representing the surface?

    A related approach is: Given that we have N node points available, how can we distribute them among the surface to provide the most accurate representation? If we can add a few nodes, where would it be best to add them? If the mesh is good enough, where would it be best to remove them?

    Then, they explain their approach a bit more:

    Desbrun explains that his accomplishment was to simplify such a mesh, by combining as many of the little triangles as possible into larger elements without compromising the actual shape. Nearly flat regions are efficiently represented by one large, flat mesh element while curved regions require more mesh elements.

    My colleagues, who do advanced computational fluid mechanics (applied to drop-drop collisions with surfactant diffusion, simulation of tumor growth, biomathematics, etc.) do similar work, but in a very different way. For a given surface mesh, they assign a sort of mesh energy to the whole structure, where the energy of any point depends upon the local curvature of the surface, etc., and they add a constraint or two. (I don't remember the full details.) It's very similar to a network of springs. Then, they apply standard optimization techniques to minimize the mesh energy. The result: a mesh that has the highest density where the surface has the highest curvature, and the lowest density where the surface is flattest. The method is fully adaptive and even works during and after surface topological changes, which is very useful in CFM, where your surfaces can break, merge, etc.

    So, this idea of modeling surfaces by concentrating mesh nodes where the surface curvature is greatest with an automated, adaptive algorithm is not new, and it is very applicable in making more efficient use of limited computational resources.

    --
    OpenSource.MathCancer.org: open source comp bio
  79. this is nothing new by rabbot · · Score: 1

    This algorithm of removing polygons that you can't see has been around for a long time...

    1. Re:this is nothing new by Junta · · Score: 1

      Actually, that typically refers to polygons that can't be seen because something would be in front of it anyway.... Absolutely can not be seen no matter how good your perceiving entity is.

      This refers to geometry detail that goes beyond the perception capabilities of the viewer...

      That is my understanding. It sounds very much like common practice, but common practice requires that the modeler model enough geometry for the worst case perception. For example, something capable of having a bent or straight surface always has enough polygons to bend, but this technique sounds like the model would be adaptive and have simpler geometry depending on the model's current position/overall shape, and the flat surface would automatically be simplified.

      I did not RTFA, so I could be completely off, but then again, who ever does?

      --
      XML is like violence. If it doesn't solve the problem, use more.
    2. Re:this is nothing new by rabbot · · Score: 1

      I see what you are saying. I didn't RTFA either hah but at first glance I thought it was just like the techniques I learned college for omitting hidden surfaces. What you're describing sounds pretty nice.

    3. Re:this is nothing new by SuiteSisterMary · · Score: 1

      What they're saying here, is, if you've got a flat square area, made out of 100 triangles, you can do it with two.

      If you've got an *almost* flat, square area, made out of several hundred triangles, well, flatten that bugger out, use two triangles, and the human watching probably won't notice.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
  80. this isn't a good idea for animated meshes by Anonymous Coward · · Score: 0

    as a modeler, I know you need to put in a ggod number of extra vertexes/triagles around joints to prevent distortion when you animate them. Why choose a "lossy" standard, rather than a lossless one. you get the same compression on a 3D file containing only geometry as you do with a flat text file. open up note pad make a 1 meg text file, and then zip it up, and see how small it is.

  81. Progressive meshes by honcho · · Score: 1

    I was working with this stuff for a game developer 5 or 6 years ago. The goal was a little different than simple compression since they wanted a better way to transition between multiple versions of the same object, each having a different resolution. Hugues Hoppe at Microsoft Research has a bunch of papers on the subject publ;ished at SIGGRAPH in the mid-90s.

  82. Classic problem in computer graphics by baxissimo · · Score: 2, Informative

    As others have pointed out this is a new solution to a classic computer graphics problem. The first technique I know of to automatically reduce the poly count of meshes, while preserving the overall appearance was Garland and Heckbert's QSLIM algorithm. This was first published in SIGGRAPH 97. Or actually, hmmm, no, it looks like Hoppe's work on mesh optimization came a good bit earlier (1993).

    Anyway, it's a pretty old problem in graphics. The USC press release that prompted this slashdot story is simply advertising Cohen-Steiner, Alliez, and Desbrun's paper which will appear at SIGGRAPH 2004 later this summer. That's all it is. They have a new way to do automatic poly reduction. Now it could be that it's vastly superior to anything else that's been done in the area, but even if so, this isn't likely to cause any revolutions. Why? Because the existing poly reduction algorithms already work pretty well. They work well enough that they're already in production use (as others have pointed out there are plugins for most major 3D packages already, and most game engines have had "continuous level of detail" systems for a good long while). So at best this is going to make life easier for some 3D content creators who won't have to do so much hand-tweaking of LODs (levels-of-detail, aka "optimized" meshes). So don't expect to see any huge changes in the games you play or movies or whatever because of this. Mesh optimization/LOD techniques are already being used pretty much everywhere it make sense to do so.

    But here's an idea for all you Karma Whores out there: go to the list of papers on the SIGGRAPH 2004 web site (or go to Tim Rowley's easier to browse version of the list), pick something that looks interesting, and send the story to slashdot! There's at least 50 more slashdot stories there just waiting to burst! Happy hunting! There's enough Karma for everyone, so don't be greedy now.

  83. correct me if I am wrong by Anonymous Coward · · Score: 0

    I dont think the model itself takes a lot space, only the texture does, the compression's advantage probably will result in less GPU/CPU usage to render the model, which will yield not as nice result as well.

  84. Why is this new? by Object01 · · Score: 1

    3D Studio's later DOS versions had an Optimize feature that accomplished what seems to be exactly the same thing.

    --
    Jeff S.

  85. "vrml" since mid-1990s by peter303 · · Score: 1

    I remember 3D extensions to browsers circa 1995. They used a metafile format called "virtual reality markup language", which was a variant of the SGI Inventor 3D metafiles (simplification plus web keywords). In the 1990s both the slow net bandwidths and slow graphics engines were bottlenecks.
    People made demos like the Xerox PARC multi-player maze chase game. But it was slow.

  86. Re:Useful for CAD? yes/no by Anonymous Coward · · Score: 0

    Meshing is easy. Transforming the matrix is hard.

  87. Recording famous sculpture by peter303 · · Score: 1

    Marc Levoy at Stanford has scanned Michelangelo's statutes at sub-millimeter resolution. These generate billion polygon meshes at full resolution. Its a challange to render these. But when done properly they can seem rather real, and easier to view than in the museum. Other people are scanning other art works like the Parthenon friezes.

  88. So the earth really will be flat by swagr · · Score: 1

    (its all in the subject)

    --

    -... --- .-. . -.. ..--..
  89. "Highly accurate"? by Lorem_Ipsum · · Score: 1

    While I welcome a new approach to fast and efficient mesh optimization (yes, yes, our new mesh simplification overlords), it is hard to lend credence to the description of the algorithm as highly accurate. The very first example figure in the article (a mesh of a small-case letter "a" in 3D) shows a mesh reduction result that removes all of the curvature from the end of the top left "hook" of the "a". I do not consider this a highly accurate representation, unless perhaps they are referring to the bounds of the mesh reduction.

    Another troubling point is the list of possible applications; retail web sites, museums, cartoon characters/video games, and CAD. Of these, the web and video game applications are reasonable, but for CAD it would be ridiculous except in the case of a quick and dirty look at a large complex assembly. For museums I know of one solution that gives exceptional speedups in rendering, but does so without loss of visual detail: Qsplat from the Michelangelo Project at Stanford.

    In any case, I do look forward to hearing more about this at Siggraph 2004.

    --
    --- Void where prohibited. Your mileage may vary. ---
  90. Stop all compression by fulldecent · · Score: 1

    Dammit, stop compressing things unless it's lossless. yes I can notice a 20khz sound you took out of my music, yes I can tell you're not resampling the background on my cable TV during a talking heads scene, and yes I'll notice a significantly reduced polygon count on my 3d meshes.

    --

    -- I was raised on the command line, bitch

  91. Old tech ? by billcopc · · Score: 1

    If this is just about optimizing progressive meshes, then it's been around for over a decade in mainstream games. Progressive meshes are like mipmaps for polygons. Mesh optimization is sort of like low-frequency noise reduction, where you get rid of minor details that don't really show in the rendered scene, merging adjacent polys, occlusion filtering etc etc.

    If they just combined the two then I give a big Whoop, because that's like claiming to have invented steak & cheese. Steak rocks, cheese rocks, steak & cheese is just a combination of rock-ness.

    --
    -Billco, Fnarg.com
  92. crap by cheekyboy · · Score: 1

    Umm, we first bought 14.4 modems about 1991, so more than a decade, those trailblazers 19.x were the best you could get too, though those 'bbs' deals were the only way to get em real cheapass though.

    but by 1994, we could source 14.4s for $99 ea, so it was way past intro stage.

    remember, all those warez bbs's in 1988...1992 was what really spured the demand for BBSs/Modems, no matter what legit people say , its the truth. Coz we at least knew no one that used them for 'normal usage'.

    --
    Liberty freedom are no1, not dicks in suits.
  93. A Summary for the Uninitiated by Arkaein · · Score: 2, Informative
    Because the linked article was a little light on details, and because 90% of the posts in this discussion either have very little understanding of what techniques exist in 3D mesh optimization, I thought I'd actually skim the paper (linked to in an above comment) and describe a summary of why this new technique is innovative. I studied the basics of Computer Graphics why working for my BS in CS and worked for several years on a project where I wrote code to triangulate and decimate (i.e. reduce triangle count) for range data, so I do have an idea of what I'm talking about here.

    First of all, as many posts have stated there are wuite a few algorithms out there for mesh optimization. Two of the classic techniques were developed by Schroeder and Turk.
    Schroeder's method (PDF) is fast and is able to reuse a subset of the original vertices, but the quality is not great. Essentially, the mesh is simplified mainly by collapsing edges (eliminating two triangles for each edge collapsed) in the flattest parts of the mesh.

    Turk's method (PDF) is more accurate, but cannot reuse the original vertices. Basically a new set of vertices are scattered across the original surface, forced to spread out from their neighbors. The amount of local spreading or repulsion is determined using local curvature, allowing greater point density where curvature and therefore detail is high. A new mesh is generated through these points using the original as a guide.

    Further work has been done to create progressively decimated meshes, much like progressive JPEG images work. A model sent over the web could be displayed in low resolution very quickly while the bulk of the geometry is still in transit. Methods for this tend to be colser to Schroeder's approach because obviously it is desirable to reuse the existing data at each level of representation.

    This new method is quite a bit different. It clusters triangles into patches that can be represented simply. These patches are optimized iteratively. Finally a new mesh is created, using the pathces as partitions and reusing vertices where the partitions meet.

    Some benefits to this method:
    • High Accuracy: The total surface deviations are small, and the partitions fit very well to the contours of the original surface
    • Speed: the method is apparently reasonably fast, though not as fast as greedy methods
    • Ability to allow user interaction for variable refinement of specific regions, without requiring it in general cases
    • Iterative process means that in time constrained situations a time/quality tradeoff can be made without modifying the algorithm
    • Possible fuure applications in animation and simulation by introducing a time variable into the partitioning process

    To me the potential animation capabilities and optional interactivity sound most interesting. Accurate decimation methods are already available that work well offline, and faster methods are available for online LOD management. Merging decimation with animation could lead to higher quality, lower computational cost 3D anmiation. Allowing high interactivity could help artists improve the aesthetics of scanned artifacts.
  94. Uh by bonch · · Score: 3, Insightful

    they believe in free speech instead of trying to squish it, and they, unlike their **AA counterparts, aren't trying to sue the pants off of the online world, or run to Congress whining.

    Nice random MPAA/RIAA dig there (is it all Slashdotters think about anymore that they have to interject it at every opportunity?), but the fact is that there have been several articles in the past five years about how the porn industry is worried about P2P because it pirates their material. Ever done a search on eMule to see how much porn is out there ripped from the subscription sites?

    The porn industry doesn't run to Congress because Congress isn't going to take a porn industry seriously! Painting them as some sort of free speech golden defenders is hilarious--they're a sleazy, money-grubbing business like any other (and they like to buy ad space through horrible spyware delivers like CoolWebSearch).

  95. What the...MP3? by bonch · · Score: 1

    Anyone else think the MP3 comparison was pointless, silly, and just an attempt to connect this to some sort of beloved buzzword to make the article submission seem cooler?

    MP3 doesn't "remove" frequencies anyway. And this mesh compression is merely the same sort of thing I've already seen in terrain engines like in Black & White and Far Cry. Not to mention, this has nothing to do with compressing meshes for storage space but to speed up rendering, further making the MP3 comparison silly.

    1. Re:What the...MP3? by Anonymous Coward · · Score: 0

      There was a point to the comparison, though. While MP3 is "psychoacoustic" compression, leaving out the stuff that you are the least likely to notice is missing, this is "psychovisual", combining lots of small polygons into fewer larger ones in places where you are the least likely to notice something is missing.

      The comparison just meant that this is a smart, adaptive method, not blunt uniform reduction everywhere. Perhaps you read a tad too much into it? :-)

    2. Re:What the...MP3? by Dashing+Leech · · Score: 1
      The comparison just meant that this is a smart, adaptive method, not blunt uniform reduction everywhere.

      True, but I don't see what's really new about this. The story makes it sound like they've come up with some amazing polygon reduction scheme. We've been doing this for several years using Innovmetric's PolyWorks Modeler. It does "smart" mesh reductions to minimize feature loss. And the purpose is actually for reducing the size of the model, i.e., 3D model compression.

      The only difference I see with this new method is that the new one seems to be polygon reductions for rendering speed, not file size, which actually isn't really compression then.

  96. Re:geteralization and compression are equivalent by galva · · Score: 1

    Work in machine learning has proven that generalization and compression are equivalent. I'd like to hear more about this. Can you provide a pointer or some references, please? Thanks.

  97. Good gods this is ancient! by tietokone-olmi · · Score: 1

    I mean, jeez, I've implemented a progressive-mesh generation algorithm myself, almost five years ago! Mesh detail reduction based on, say, the quadric error metric of Whatsisname and Cantremember has been around for _decades_ now.

  98. The real deal. by Anonymous Coward · · Score: 0

    I notice a lot of people are a bit confused by this. I didn't think it was anything new or great either, at first. And actually, it *is* a bit of common sense -- but it's used in the right way.

    This technique is not so useful for generating LOD (levels of detail). What it IS useful for, is for generating manageable 3D models from _scanned_ data. This will never compare to what a 3d animator can do by hand. However, if we're a few years in the future, and scanning in (somehow...) 3D data for the entire city of London for our next game, having a solid and fast algorithm to make that data manageable (and renderable) is going to save a butt load of time.

    Maybe "London" was a bit of an extreme example, but if we're using Vin Diesels' likeness in a video game, being able to scan him in and click a button is much preferred over hundreds of hours of artist time of removing redundant polygons.

  99. Re:geteralization and compression are equivalent by grammar+fascist · · Score: 1

    This is probably the best I can do.

    Whether you're finding exploitable patterns in discrete data or estimating a "function" for a block of pixels in an image to use in some kind of lossy compression, it's a form of generalization. It's one way of formulating a learning problem.

    I can think of one very interesting project offhand, which uses compression coefficients to assess expected generalization accuracy.

    (Ooh. I just found a paper on Compression-based Learning. That one looks like fun.)

    Okay, I've been searching for about a half an hour now. I apologize that I haven't been able to find something that proves equivalence. (There's a guy in another lab that's really into this. Maybe he's got a paper on it.) You can think of it this way, intuitively: both compression and generalization seek a small number of bits to accurately describe a large number of bits.

    (Huh. Maybe this dearth of papers on compression = generalization indicates that it's something I ought to look into for a new research direction... :))

    --
    I got my Linux laptop at System76.
  100. This makes no sense... by sorbits · · Score: 1

    First of all your statement is circular logic, yes something didn't get wide-spread use before it was common. Isn't that like the definition of common?

    GIF and JPEG at least predate the internet (web) that I know here in Denmark, so it was not lack of these formats that kept users from using them, and I actually do remember a lot of awkward GIFs on the initial batch of personal homepages.

    The actual reason to why the web has become more graphical is probably not just about bandwidth, but also the commercial interests and the fact that this is no longer just academics who publish their knowledge.

    Back in the early days (1996 IIRC) my modem could retrieve 3.1 KB of data, and I was told by a company (who's web-page I helped create) that their goal was to have the entire thing load in 30 seconds. That's an 256 colors *uncompressed* image of 300 x 300 pixels -- and that was approximately half my resolution back then. Still it would have been stupid of them to waste the page with one big image, and today you actually see the successful designs cut down on graphics!