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dc.contributor.authorKuth, Bastianen_US
dc.contributor.authorMeyer, Quirinen_US
dc.contributor.editorBinder, Nikolaus and Ritschel, Tobiasen_US
dc.date.accessioned2021-07-05T07:47:44Z
dc.date.available2021-07-05T07:47:44Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-156-4
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20211282
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20211282
dc.description.abstractSkeleton-based animations require per-vertex attributes called vertex-blend attributes. They consist of a weight tuple and a bone index tuple. With meshes becoming more complex, vertex-blend attributes call for compression. However, no technique exists that exploits their special properties. To this end, we propose a novel and optimal weight compression method called Optimal Simplex Sampling and a novel bone index compression. For our test models, we compress bone index tuples between 2.3:1 and 3.5:1 and weight tuples between 1.6:1 and 2.5:1 while being visually lossless. We show that our representations can speed rendering and reduces GPU memory requirements over uncompressed representations with a similar error. Further, our representations compress well with general-purpose codecs making them suitable for offline-storage and streaming.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectAnimation
dc.subjectTheory of computation
dc.subjectData compression
dc.titleVertex-Blend Attribute Compressionen_US
dc.description.seriesinformationHigh-Performance Graphics - Symposium Papers
dc.description.sectionheadersCompression
dc.identifier.doi10.2312/hpg.20211282
dc.identifier.pages43-52


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