Progressive Forest Split. Furht, B., editor In Encyclopedia of Multimedia, pages 737–738. Springer US, 2008. 00000
Progressive Forest Split [link]Paper  abstract   bibtex   
DefinitionProgressive Forest Split is an efficient encoding technique for a simple polygon; it groups the decimations into a batch to achieve a high compression ratio.PFS (Progressive Forest Split) [1] is much more efficient in encoding at the expense of looser granularity. Similar to CPM (Compressed Progressive Meshes) [2], it groups the decimations into a batch to achieve a high compression ratio. PFS cuts the mesh through the forest edges, triangulates each tree boundary loop, and displaces vertices to new positions. The geometric data contains the error between the predicted and the real vertex positions. The amortized connectivity encoding takes 10 bits and geometry encoding takes 30 bits per vertex. MPEG-4 accepts PFS as the standard compression scheme. However, PFS is not widely implemented in current 3D players [3].PFS provides an efficient encoding for a simple polygon (triangulated with no internal vertices). For each refinement, at compression, certain simple polyg ...
@incollection{furht_progressive_2008,
	title = {Progressive {Forest} {Split}},
	copyright = {©2008 Springer-Verlag},
	isbn = {978-0-387-74724-8 978-0-387-78414-4},
	url = {http://link.springer.com/referenceworkentry/10.1007/978-0-387-78414-4_185},
	abstract = {DefinitionProgressive Forest Split is an efficient encoding technique for a simple polygon; it groups the decimations into a batch to achieve a high compression ratio.PFS (Progressive Forest Split) [1] is much more efficient in encoding at the expense of looser granularity. Similar to CPM (Compressed Progressive Meshes) [2], it groups the decimations into a batch to achieve a high compression ratio. PFS cuts the mesh through the forest edges, triangulates each tree boundary loop, and displaces vertices to new positions. The geometric data contains the error between the predicted and the real vertex positions. The amortized connectivity encoding takes 10 bits and geometry encoding takes 30 bits per vertex. MPEG-4 accepts PFS as the standard compression scheme. However, PFS is not widely implemented in current 3D players [3].PFS provides an efficient encoding for a simple polygon (triangulated with no internal vertices). For each refinement, at compression, certain simple polyg ...},
	language = {en},
	urldate = {2016-05-03},
	booktitle = {Encyclopedia of {Multimedia}},
	publisher = {Springer US},
	editor = {Furht, Borko},
	year = {2008},
	note = {00000},
	pages = {737--738}
}
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