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		<identifier>8JMKD3MGPBW34M/3C9CLU2</identifier>
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		<citationkey>AleardiDeviRoss:2012:EdSQRe</citationkey>
		<title>ESQ: Editable SQuad representation for triangle meshes</title>
		<format>DVD, On-line.</format>
		<year>2012</year>
		<numberoffiles>1</numberoffiles>
		<size>623 KiB</size>
		<author>Aleardi, Luca Castelli,</author>
		<author>Devillers, Olivier,</author>
		<author>Rossignac, Jarek,</author>
		<affiliation>Ecole Polytechnique</affiliation>
		<affiliation>INRIA Sophia-Antipolis</affiliation>
		<affiliation>Georgia Institute of Technology</affiliation>
		<editor>Freitas, Carla Maria Dal Sasso,</editor>
		<editor>Sarkar, Sudeep,</editor>
		<editor>Scopigno, Roberto,</editor>
		<editor>Silva, Luciano,</editor>
		<e-mailaddress>amturing@lix.polytechnique.fr</e-mailaddress>
		<conferencename>Conference on Graphics, Patterns and Images, 25 (SIBGRAPI)</conferencename>
		<conferencelocation>Ouro Preto</conferencelocation>
		<date>Aug. 22-25, 2012</date>
		<booktitle>Proceedings</booktitle>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<tertiarytype>Full Paper</tertiarytype>
		<transferableflag>1</transferableflag>
		<contenttype>External Contribution</contenttype>
		<keywords>triangle meshes, compact representations, mesh data structures.</keywords>
		<abstract>We consider the problem of designing space efficient solutions for representing the connectivity information of manifold triangle meshes. Most mesh data structures are quite redundant, storing a large amount of information in order to efficiently support mesh traversal operators. Several compact data structures have been proposed to reduce storage cost while supporting constant-time mesh traversal. Some recent solutions are based on a global re-ordering approach, which allows to implicitly encode a map between vertices and faces. Unfortunately, these compact representations do not support efficient updates, because local connectivity changes (such as edge-contractions, edge-flips or vertex insertions) require reordering the entire mesh. Our main contribution is to propose a new way of designing compact data structures which can be dynamically maintained. In our solution, we push further the limits of the re-ordering approaches: the main novelty is to allow to re-order vertex data (such as vertex coordinates), and to exploit this vertex permutation to easily maintain the connectivity under local changes. We describe a new class of data structures, called Editable SQuad (ESQ), offering the same navigational and storage performance as previous works, while supporting local editing in amortized constant time. As far as we know, our solution provides the most compact dynamic data structure for triangle meshes. We propose a linear-time and linear-space construction algorithm, and provide worst-case bounds for storage and time cost.</abstract>
		<language>en</language>
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