Comparison of Original vs Previously Compressed Mesh
On the left is the original (unchanged from source), on the right is the mesh that has undergone compression and has been round-tripped back to wavefront OBJ.
- Vertex positions were reduced to 14bits per component prior to compression, for the compressed version.
- Vertex normals were transformed to the precise octahedron representation with each of the two components using 10bits.
This demo is based off example code from threejs. It has orbit and zoom mouse controls.