Draco is a library for compressing and decompressing 3D geometric meshes and point clouds intended to improve the storage and transmission of 3D graphics.
Draco was designed and built for compression efficiency and speed. The code supports compressing points, connectivity information, texture coordinates, color information, normals, and any other generic attributes associated with geometry. With Draco, applications using 3D graphics can be significantly smaller without compromising visual fidelity. For users this means apps can now be downloaded faster, 3D graphics in the browser can load quicker, and VR and AR scenes can now be transmitted with a fraction of the bandwidth and rendered quickly.
Draco is released as C++ source code that can be used to compress 3D graphics as well as C++ and Javascript decoders for the encoded data.
Note: This is not an official Google product.
For all the platforms first you need to generate the project files, then you need to compile the examples.
To generate project/make files for the default toolchain on your system simply
run cmake
in the root of the Draco repo:
cmake .
On Windows the above command will produce Visual Studio project files for the newest Visual Studio detected on the system. On Mac OS X and Linux systems, the above command will produce a makefile.
To control what types of projects are generated the -G
parameter is added to
the cmake
command line. This argument must be followed by the name of a
generator. Running cmake
with the --help
argument will list the available
generators for your system.
On Mac OS X you would run the following command to generate Xcode projects:
cmake . -G Xcode
On a Windows box you would run the following command to generate Visual Studio 2015 projects:
cmake . -G "Visual Studio 14 2015"
To generate 64-bit Windows Visual Studio 2015 projects:
cmake . "Visual Studio 14 2015 Win64"
Unlike Visual Studio and Xcode projects, the build configuration for make builds
is controlled when you run cmake
. The following examples demonstrate various
build configurations.
Omitting the build type produces makefiles that use build flags containing neither optimization nor debug flags:
cmake .
A makefile using release (optimized) flags is produced like this:
cmake . -DCMAKE_BUILD_TYPE=release
A release build with debug info can be produced as well:
cmake . -DCMAKE_BUILD_TYPE=relwithdebinfo
And your standard debug build will be produced using:
cmake . -DCMAKE_BUILD_TYPE=debug
To include Draco in an existing or new Android Studio project it simply needs
to be referenced from the cmake
file of an existing native project that has a
minimum SDK version of 18 or higher. To add Draco to your project:
-
Add the following somewhere within the
CMakeLists.txt
for your project before theadd_library()
for your project's native-lib:# Note "/path/to/draco" must be changed to the path where you have cloned # the Draco sources. add_subdirectory(/path/to/draco ${CMAKE_BINARY_DIR}/draco_build) include_directories("${CMAKE_BINARY_DIR}" /path/to/draco)
-
Add the library target "draco" to the
target_link_libraries()
call for your project's native-lib. Thetarget_link_libraries()
call for an empty activity native project looks like this after the addition of Draco:target_link_libraries( # Specifies the target library. native-lib # Tells cmake this build depends on libdraco. draco # Links the target library to the log library # included in the NDK. ${log-lib} )
The default target create from the build files will be the draco_encoder and draco_decoder command line applications. For both applications if you run them without any arguments or "-h", the applications will output the usage and options.
draco_encoder
will read OBJ or PLY files as input and output Draco encoded
files. We have included Stanford's Bunny mesh for testing. The basic command
line looks like this:
./draco_encoder -i testdata/bun_zipper.ply -o out.drc
A value of 0
for the quantization parameters will not perform any quantization on the specified attribute. Any value other than 0
will quantize the input values for the specified attribute to that number of bits. For example:
./draco_encoder -i testdata/bun_zipper.ply -o out.drc -qp 14
will quantize the positions to 14 bits (default for the position coordinates).
In general the more you quantize your attributes the better compression rate you will get. It is up to your project on how much deviation it will tolerate. In general most projects can set quantizations values of about 14 without any noticeable difference in quality.
The compression level parameter turns on/off different compression features.
./draco_encoder -i testdata/bun_zipper.ply -o out.drc -cl 8
In general the highest setting, 10, will have the most compression but worst decompression speed. And 0 will have the least compression, but best decompression speed. The default setting is 5.
You can encode point cloud data with draco_encoder
by specifying the
point_cloud parameter
. If you specify the point_cloud parameter
with a mesh
input file, draco_encoder
will ignore the connectivity data and encode the
positions from the mesh file.
./draco_encoder -point_cloud -i testdata/bun_zipper.ply -o out.drc
This command line will encode the mesh input as a point cloud, even though the input might not produce compression that is representative of other point clouds. Specifically, one can expect much better compression rates for larger and denser point clouds.
draco_decoder
will read Draco files as input and output OBJ or PLY files. The
basic command line looks like this:
./draco_decoder -i in.drc -o out.obj
If you’d like to add decoding to your applications you will need to include the draco_dec library. In order to use the Draco decoder you need to initialize a DecoderBuffer with the compressed data. Then call DecodeMeshFromBuffer() to return a decoded Mesh object or call DecodePointCloudFromBuffer() to return a decoded PointCloud object. E.g.
draco::DecoderBuffer buffer;
buffer.Init(data.data(), data.size());
const draco::EncodedGeometryType geom_type =
draco::GetEncodedGeometryType(&buffer);
if (geom_type == draco::TRIANGULAR_MESH) {
unique_ptr<draco::Mesh> mesh = draco::DecodeMeshFromBuffer(&buffer);
} else if (geom_type == draco::POINT_CLOUD) {
unique_ptr<draco::PointCloud> pc = draco::DecodePointCloudFromBuffer(&buffer);
}
Please see 'mesh/mesh.h' for the full Mesh class interface and 'point_cloud/point_cloud.h' for the full PointCloud class interface.
The Javascript decoder is located in javascript/draco_decoder.js
. The
Javascript decoder can currently only decode mesh geometry. In order to use the
decoder you must create DecoderBuffer
and WebIDLWrapper
objects. Set the
encoded data in the DecoderBuffer
. Then call DecodeMeshFromBuffer()
, which
will return a Mesh object. E.g.
var buffer = new Module.DecoderBuffer();
buffer.Init(encFileData, encFileData.length);
var wrapper = new WebIDLWrapper();
var outputMesh = wrapper.DecodeMeshFromBuffer(buffer);
destroy(outputMesh);
destroy(wrapper);
destroy(buffer);
Please see javascript/emscripten/draco_web.idl
for the full API.
The Javascript decoder is built with dynamic memory. This will let the decoder
work with all of the compressed data. But this option is not the fastest.
Pre-allocating the memory sees about a 2x decoder speed improvement. If you
know all of your project's memory requirements you can turn on static memory
by changing Makefile.emcc
and running make -f Makefile.emcc
.
Here's an example of a geometric compressed with Draco loaded via a Javascript decoder using the three.js renderer.
Please see the javascript/example/README
file for more information.
For questions/comments please email draco-3d-discuss@googlegroups.com
If you have found an error in this library, please file an issue at https://github.com/google/draco/issues
Patches are encouraged, and may be submitted by forking this project and submitting a pull request through GitHub. See CONTRIBUTING for more detail.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
Bunny model from Stanford's graphic department https://graphics.stanford.edu/data/3Dscanrep/