3 ms·
The cost of decompression is something I've run into, regarding 3D data. Draco, which is a highly efficient compression system for 3D mesh data, is primarily us
by taylorius 4y ago
The cost of decompression is something I've run into, regarding 3D data. Draco, which is a highly efficient compression system for 3D mesh data, is primarily used with browser based webGL / gltf model rendering, and it achieves excellent compression ratios for online transmission. However, the decompression cost at the viewer's end often means that you will wait longer to see your 3D model than if you had used a simpler format, especially over fast links.
- Jasper_ 4y agoDraco is just a bad algorithm. It's just an implementation overcomplicated paper from the 90s (Edgebreaker), basically compressing the index buffer but nothing else. And it also reorders the index buffer to fit topology, meaning your post-transform cache optimization is undone. And it's really slow, to the order of 1us/tri [0]. There are other papers and algorithms that are similar in size to Draco, but without the massive overhead, e.g. EXT_meshopt_compression. Even in 90s papers, there are far more competitive algorithms [1] [0] https://medium.com/box-developer-blog/showdown-3d-model-compression-at-scale-draco-vs-open3dgc-c9618b7d64d8 https://medium.com/box-developer-blog/showdown-3d-model-comp... [1] For instance, https://graphicsinterface.org/wp-content/uploads/gi1998-4.pdf https://graphicsinterface.org/wp-content/uploads/gi1998-4.pd...