Connectivity-Based Segmentation for GPU-Accelerated Mesh Decompression
We present a novel algorithm to partition large 3D meshes for GPU-accelerated decompression. Our formulation focuses on minimizing the replicated vertices between patches, and balancing the numbers of faces of patches for emcient parallel computing. First we generate a topology model of the original...
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          | Published in | Journal of computer science and technology Vol. 27; no. 6; pp. 1110 - 1118 | 
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| Main Author | |
| Format | Journal Article | 
| Language | English | 
| Published | 
        Boston
          Springer US
    
        01.11.2012
     Springer Nature B.V College of Computer Science and Technology, Zhejiang University, Hangzhou 310027, China  | 
| Subjects | |
| Online Access | Get full text | 
| ISSN | 1000-9000 1860-4749  | 
| DOI | 10.1007/s11390-012-1289-x | 
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| Summary: | We present a novel algorithm to partition large 3D meshes for GPU-accelerated decompression. Our formulation focuses on minimizing the replicated vertices between patches, and balancing the numbers of faces of patches for emcient parallel computing. First we generate a topology model of the original mesh and remove vertex positions. Then we assign the centers of patches using geodesic farthest point sampling and cluster the faces according to the geodesic distance to the centers. After the segmentation we swap boundary faces to fix jagged boundaries and store the boundary vertices for whole-mesh preservation. The decompression of each patch runs on a thread of GPU, and we evaluate its performance on various large benchmarks. In practice, the GPU-based decompression algorithm runs more than 48x faster on NVIDIA GeForce GTX 580 GPU compared with that on the CPU using single core. | 
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| Bibliography: | parallel decompression, mesh segmentation, connectivity compression, GPU, Edgebreaker 11-2296/TP We present a novel algorithm to partition large 3D meshes for GPU-accelerated decompression. Our formulation focuses on minimizing the replicated vertices between patches, and balancing the numbers of faces of patches for emcient parallel computing. First we generate a topology model of the original mesh and remove vertex positions. Then we assign the centers of patches using geodesic farthest point sampling and cluster the faces according to the geodesic distance to the centers. After the segmentation we swap boundary faces to fix jagged boundaries and store the boundary vertices for whole-mesh preservation. The decompression of each patch runs on a thread of GPU, and we evaluate its performance on various large benchmarks. In practice, the GPU-based decompression algorithm runs more than 48x faster on NVIDIA GeForce GTX 580 GPU compared with that on the CPU using single core. ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 14 ObjectType-Article-2 ObjectType-Feature-1 content type line 23  | 
| ISSN: | 1000-9000 1860-4749  | 
| DOI: | 10.1007/s11390-012-1289-x |