||A method for lossy compression of genus-0 surfaces is presented. Geometry, texture
and other surface attributes are incorporated in a unied manner. The input surfaces
are represented by surfels (surface elements), i.e., by a set of disks with attributes.
Each surfel, with its attribute vector, is optimally mapped onto a sphere in the sense
of geodesic distance preservation. The resulting spherical vector-valued function is
resampled. Its components are decorrelated by the Karhunen-Loeve transform, represented
by spherical wavelets and encoded using the zerotree algorithm. Methods
for geodesic distance computation on surfel-based surfaces are considered. A novel
ecient approach to dense surface
attening/mapping, using rectangular distance
matrices, is employed. The distance between each surfel and a set of key-surfels is
optimally preserved, leading to greatly improved resolution and eliminating the need
for interpolation, that complicates and slows down existing surface unfolding methods.
Experimental surfel-based surface compression results demonstrate successful
compression at very low bit rates.