We present a new method to compress triangle meshes in a lossless manner. Triangle compression requires compression of the geometry (vertices) as well as the topology (connectivity). The method is loosely based on the Edgebreaker algorithm by Rossignac et al. in the sense that the traversal of the mesh is done the same way during compression. We use B-Spline curves to store, compute and predict the geometry or the vertices. We do not need to store the connectivity in our method unlike Edgebreaker. The resulting compressed files are roughly 10% smaller than that from Edgebreaker.
Anshuman Razdan, Vinodth Kumar Mohanam, Gerald E.