In this paper, we present a Boundary-Preserved Geometry Video (BPGV) framework for dynamic mesh coding (DMC) with time-varying geometry, connectivity and attributes. The geometry video is generated by interpolating th...
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ISBN:
(纸本)9781665492577
In this paper, we present a Boundary-Preserved Geometry Video (BPGV) framework for dynamic mesh coding (DMC) with time-varying geometry, connectivity and attributes. The geometry video is generated by interpolating the 3D XYZ coordinates in the sampled 2D UV charts, and can be coded by any video codec to remove the spatial and temporal redundancies. However, the reconstruction from the geometry video itself may suffer from serious distortions because of the missing boundary information of the UV charts. Therefore it is proposed to code the boundary information of the UV charts in a separate sub-bitstream by efficient prediction and residual coding. The connectivity information can be inferred from the decoded geometry images and the boundary information via triangulation with linear complexity on the decoder side. Better coding performance can be achieved by leveraging the trade-offs between bitrate and quality from the proposed coding tools, including the adaptive chart sampling and the raw-chart coding mode. The proposed BPGV framework was submitted as a response to the MPEG's CfP on DMC and the results demonstrated its superior performance compared to a state-of-the-art mesh codec.
During the reproduction of 3D-video based on monoscopic video and corresponding depth information, two virtual views are generated in real-time for binocular perception. This has been done by depth-image-based renderi...
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ISBN:
(纸本)0889865280
During the reproduction of 3D-video based on monoscopic video and corresponding depth information, two virtual views are generated in real-time for binocular perception. This has been done by depth-image-based rendering techniques. In order to make this step more efficiently, the authors applied the capabilities of current graphics hardware to the view rendering. Therefore the platform independent OpenGL library was used. To. accomplish this approach the depth maps were converted into 3D-meshes. However, the mesh generation was computationally expensive. The purpose of this research was to discuss different methods of obtaining the meshes more efficiently. For this reason current results of human-factors experiments were taken into account. Finally, a strategy for fast mesh-based lossy compression of depth map sequences was developed.
The emerging Video-based dynamic mesh coding (V-DMC) standard is designed on the concepts of subdivision surfaces and the lifting scheme. Subdivision surfaces generate different levels-of-detail (LoD) that enable to d...
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ISBN:
(纸本)9798350391152;9798350391145
The emerging Video-based dynamic mesh coding (V-DMC) standard is designed on the concepts of subdivision surfaces and the lifting scheme. Subdivision surfaces generate different levels-of-detail (LoD) that enable to decode and render a dynamic mesh sequence at different resolutions. The initial specifications of V-DMC only supported the use of the midpoint subdivision method, that is applied to a so-called base mesh, which is a decimated version of the input dynamic mesh sequence frame being processed. Geometry details, capturing the difference between the subdivided mesh and the original mesh are added after the mesh subdivision and are called displacements. While the midpoint subdivision has the benefit of a low complexity, it also generates large displacement data as subdivided vertices lie on the respective planes of the base mesh triangles. In this paper, we present the adaptation of three subdivision methods to V-DMC: Loop, Least Square Subdivision Surfaces (LS3), and Butterfly. We show that combining different subdivision methods at different LoDs results in significant compression performance gains.
We present a generic framework for compression of densely sampled three-dimensional (3D) surfaces in order to satisfy the increasing demand for storing large amounts of 3D content. We decompose a given surface into pa...
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We present a generic framework for compression of densely sampled three-dimensional (3D) surfaces in order to satisfy the increasing demand for storing large amounts of 3D content. We decompose a given surface into patches that are parameterized as elevation maps over planar domains and resampled on regular grids. The resulting shaped images are encoded using a state-of-the-art wavelet image coder. We show that our method is not only applicable to mesh- and point-based geometry, but also outperforms current surface encoders for both primitives.
This paper provides a systematic understanding of the requirements of live 3D mesh coding, targeting (tele-)immersive media streaming applications. We thoroughly benchmark in rate-distortion and runtime performance te...
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This paper provides a systematic understanding of the requirements of live 3D mesh coding, targeting (tele-)immersive media streaming applications. We thoroughly benchmark in rate-distortion and runtime performance terms, four static 3D mesh coding solutions that are openly available. Apart from mesh geometry and connectivity, our analysis includes experiments for compressing vertex normals and attributes, something scarcely found in the literature. In addition, we provide a theoretical model of the tele-immersion pipeline that calculates its expected frame rate, as well as lower and upper bounds for its end-to-end latency. In order to obtain these measures, the theoretical model takes into account the compression performance of the codecs and some indicative network conditions. Based on the results we obtained through our codec benchmarking, we used our theoretical model to calculate and provide concrete measures for these tele-immersion pipeline's metrics and discuss on the optimal codec choice depending on the network setup. This offers deep insight into the available solutions and paves the way for future research.
Use of compressed mesh in parallel rendering architecture is still an unexplored area, the main challenge of which is to partition and sort the encoded mesh in compression-domain. This paper presents a mesh compressio...
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Use of compressed mesh in parallel rendering architecture is still an unexplored area, the main challenge of which is to partition and sort the encoded mesh in compression-domain. This paper presents a mesh compression scheme PRMC (Parallel Rendering based mesh Compression) supplying encoded meshes that can be partitioned and sorted in parallel rendering system even in encoded-domain. First, we segment the mesh into submeshes and clip the submeshes’ boundary into Runs, and then piecewise compress the submeshes and Runs respectively. With the help of several auxiliary index tables, compressed submeshes and Runs can serve as rendering primitives in parallel rendering system. Based on PRMC, we design and implement a parallel rendering architecture. Compared with uncompressed representation, experimental results showed that PRMC meshes applied in cluster parallel rendering system can dramatically reduce the communication requirement.
The emerging Video-based dynamic mesh coding standard is designed on the concepts of subdivision surfaces and the lifting scheme applied to a simplified variant of a dynamic mesh. Those processes create displacement d...
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ISBN:
(纸本)9798350391152;9798350391145
The emerging Video-based dynamic mesh coding standard is designed on the concepts of subdivision surfaces and the lifting scheme applied to a simplified variant of a dynamic mesh. Those processes create displacement data, i.e., residual information that is hierarchically predicted through each subdivision iteration, that is then coded using traditional 2D video codecs. The current draft of the standard defines the packing of the displacement data in a video frame in a way that does not support adaptations based on Level-of-Detail (LoD). In this paper, we describe and evaluate an experimental LoD adaptive displacement packing method that could be used to optimize bandwidth consumption or to save computational complexity and battery at the client side. We show that a modified packing of the displacement video data and a LoDadaptive selection of lifting parameters, combined with HEVC motion constrained tile sets provide this functionality with a low impact on compression performance. The LoD adaptive displacement packing method described in this paper has been recently adopted into the V-DMC standard specifications.
The MPEG-3DGH group is advancing a new standard for dynamic mesh encoding, known as Video-based Dynamic mesh coding (V-DMC). While V-DMC improves efficiency by toggling between intra- and inter-frame coding, it strugg...
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ISBN:
(纸本)9798350349405;9798350349399
The MPEG-3DGH group is advancing a new standard for dynamic mesh encoding, known as Video-based Dynamic mesh coding (V-DMC). While V-DMC improves efficiency by toggling between intra- and inter-frame coding, it struggles with dynamic meshes that change inconsistently across frames. To address this issue, we introduce a novel partial inter-frame coding mode within the V-DMC framework. The method initiates by partitioning the adjacent frames into temporally aligned segments. These segments are then classified as suitable for either intra-frame or inter-frame coding based on the detection of inconsistent changes. Leveraging these segmentations, we introduce a partial inter-frame coding mode that allows for the selective application of intra- and inter-frame coding at the level of individual segments. Experiments on the MPEG V-DMC test sequences demonstrate that our method can achieve BD-rate improvement over the anchor in terms of D1, D2, Luma, Cb, and Cr PSNRs by -2.1%, -2.7%, -4.7%, -5.4%, and -4.5%, respectively.
This paper proposes Octmesh, an interactive mesh browsing scheme over the Internet. In Octmesh, a large-scale mesh is encoded into one bit-stream, which is organized with respect to spatial locality and resolution. Wh...
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