This is a minimal example of mesh compression via vertex attribute quantization and oct-encoded normals. The positions and normals of the sphere on the left are represented as standard 32-bit floats. The positions of the sphere on the right are quantized to a 16-bit unsigned int per component (50% compression) and the normals are oct-encoded into 2 bytes (83% compression). Since the mesh is decoded on-the-fly on the GPU, these techniques can reduce transmission time, memory footprint, and GPU bus usage.