triangularmeshes are commonly used to reconstruct the surfaces of 3-dimensional (3D) objects based on the point cloud data. With an increasing demand for high-quality approximation, the sizes of point cloud data and ...
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ISBN:
(纸本)9798400701030
triangularmeshes are commonly used to reconstruct the surfaces of 3-dimensional (3D) objects based on the point cloud data. With an increasing demand for high-quality approximation, the sizes of point cloud data and the generated triangularmeshes continue to increase, resulting in high computational cost in data processing, visualization, analysis, transmission and storage. Motivated by the process of sculpture polishing, we develop a novel progressive meshcompression approach, called the greedy 3D-polishing algorithm, to sequentially remove redundant points and triangles in a greedy manner while maintaining the approximation quality of the surface. Based on the polishing algorithm, we propose the approximate curvature radius to evaluate the scale of features polished at each iteration. By reformulating the compression rate selection as a change-point detection problem, a rank-based procedure is developed to select the optimal compression rate so that most of the global features of the 3D object surface can be preserved with statistical guarantee. Experiments on both moderate- and large-scale 3D shape datasets show that the proposed method can substantially reduce the size of the point cloud data and the corresponding triangularmesh, so that most of the surface information can be retained by a much smaller number of points and triangles.
3D tele-immersion systems based on live reconstructed geometry, 3D-based videoconferencing, require low-delay encoding and small bandwidth usage. Existing triangle meshcompression methods are not that useful, as they...
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ISBN:
(纸本)9781479916030
3D tele-immersion systems based on live reconstructed geometry, 3D-based videoconferencing, require low-delay encoding and small bandwidth usage. Existing triangle meshcompression methods are not that useful, as they are generally optimized for "downloadable" 3D objects, with high encoding delays. In this paper we experiment with a real-time reconstruction system that outputs a sequence of triangularmeshes. Explorative analysis on the mesh data shows that regularities happen in the connectivity and geometric data. Based on this, we develop a module that achieves a compact representation for each reconstructed mesh. Comparison with the SC3DMC standard on the live reconstructed mesh sequences reveals an encoding speedup of over 20 times at comparable rate/distortion levels. By exploiting the properties of the capture and reconstruction process, we provide an optimized encoding mechanism that enables real-time encoding. This paper discusses some potential directions to better handle the large byte size of live reconstructed 3D triangle mesh sequences with stringent constraints on bandwidth, delay and computational complexity.
In this work, we propose a progressive compression algorithm using topology-based Karhunen-Loeve transform(KLT). First, we simplify an input mesh to represents an original mesh in several level of details. Then, coord...
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ISBN:
(纸本)9781424479948
In this work, we propose a progressive compression algorithm using topology-based Karhunen-Loeve transform(KLT). First, we simplify an input mesh to represents an original mesh in several level of details. Then, coordinates of decimated vertices at each level are predicted from the coarser level mesh, and the prediction residuals are transmitted to a decoder. To provide high coding efficiency, we apply the topology-based KLT, which compacts the energy into a few coefficients, to the prediction residuals. Moreover, we develop a bit plane coder, which uses a context-adaptive arithmetic coder, for the entropy coding. Experiments on various 3D meshes show that the proposed algorithm provides enhanced compression performance.
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