OctMesh: A Unified Octree-Hierarchical Framework for Lossless Triangle Mesh Compression

Shiyu Feng, Xihua Sheng, Lingyu Zhu, Chunyang Fu, Shiqi Wang
City University of Hong Kong

Interactive visualization of the octree hierarchy and the four-stage connectivity reconstruction (Fig. 9)

01   Hierarchy02   Edge refinement
Ready
Display
Octree hierarchyLoading mesh
Drag to orbit · Scroll to zoom
Hierarchy levelFine → coarse
Manual exploration

Citation

The arXiv preprint and its BibTeX entry will be linked here once publicly available.

About this viewer

An interactive view of octree hierarchy construction and staged edge reconstruction. Connectivity is computed from the selected mesh; neural inference and arithmetic coding are not executed.

Floating-point inputs are quantized to the selected grid. Surface faces are taken from the input hierarchy rather than inferred from the edge graph.

Octree hierarchy

At each pooling level, integer coordinates follow qparent = ⌊qchild / 2⌋.

Parent-edge evolution

The walkthrough first constructs the octree hierarchy, then restores child connectivity from coarse to fine. Parent edges locate candidate child pairs. Their visual guides fade once those families have been processed; the stored parent graph is unchanged. SI grows from one parent node, while residual edges have no surviving parent-edge anchor. Moving segments illustrate endpoint correspondence and are counted as arrived only after the transfer completes. The linked side-by-side views keep parent context on the left and reconstruction on the right. When a level is complete, a copy of the reconstructed mesh moves to the left as the next parent context; the right-hand vertices then expand to the next level.

Auto demo

Start auto demo runs the detailed walkthrough through all levels. The same button provides Pause, Resume and Replay; Restart begins again. Play transition runs only the selected transition. Stage duration adapts to the number of newly added child edges: sparse stages advance sooner, empty stages pass briefly, and dense stages keep a longer viewing interval. The speed selector scales this timing. Single-family replay keeps a steady pace for close inspection. Vertex markers stay visible through every reconstruction stage, pause and completion unless hidden under Display.

Controls

Drag to orbit, scroll to zoom and right-drag to pan. Pause to inspect edges. Select a category, then click an edge or enter its index. Matrix entries indicate existing (1) and absent (0) connections.

Head scan

Infinite, 3D Head Scan by Lee Perry-Smith, based on triplegangers.com. Licensed under CC BY 3.0. Geometry extracted from the Three.js r170 example; textures omitted and coordinates quantized for this viewer.

Software

Three.js · MIT License. Preset geometry is processed locally in your browser.