Compressing and decompressing techniques for transformation matrices 3D
computer graphics systems use to animate objects achieve high compression
ratios by taking advantage of common characteristics of homogenous 3D
transformation matrices. The techniques use a bitmap to encode information
on locations of ones and zeros of the matrix--bypassing the penchant of
compilers to represent such information as high-precision numbers. Since
most video game processors and display hardware are constrained by their
resolutions and since an original transformation matrix often stores data
that is more accurate than necessary, the techniques convert some real
numbers in the matrix (e.g., those within the range of -1 and 1) into
integers by scaling them by a constant. The resulting compressed matrices
occupy much less storage space than their non-compressed counterparts, and
can be efficiently decompressed in real time for use in interactive real
time 3D animations.