Among progressive 3D mesh compression algorithms, the kd-tree-based algorithm proposed by Gandoin and Devillers [1] is one of the state-of-the-art algorithms. Based on the observation that this geometry coder has a la...
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ISBN:
(纸本)0819451258
Among progressive 3D mesh compression algorithms, the kd-tree-based algorithm proposed by Gandoin and Devillers [1] is one of the state-of-the-art algorithms. Based on the observation that this geometry coder has a large amount of overhead at high kd-tree levels, we propose an octree-based geometry coder that demands a less amount of coding bits at high octree levels by applying selective cell subdivision at high tree levels, leading to a better rate-distortion performance for the low bit rate coding. Experimental results show that, compared with the kd-tree-based coder, the proposed 3D geometry coder performs better for an expanded tree of a level less than or equal to 8 but slightly worse for the full tree expansion with 12-bit quantization.
A progressive 3D geometry coding scheme based on the octree structure is proposed in this work, which achieves better coding efficiency than the state-of-the-art geometric codec known as the kd-tree-based codec [1]. G...
详细信息
ISBN:
(纸本)0819452114
A progressive 3D geometry coding scheme based on the octree structure is proposed in this work, which achieves better coding efficiency than the state-of-the-art geometric codec known as the kd-tree-based codec [1]. Given a 3D mesh, the quantized 3D vertices are first partitioned into an octree structure. The octree is then traversed from the root and gradually to the leaves and, during the traversal, each 3D cell in the tree front is subdivided along three orthogonal directions. For each cell subdivision, the order of subdivision directions is adaptively chosen, the neighborhood-prediction is used and the vertex number distribution is efficiently encoded. The final output bit stream contains relevant information associated with each cell subdivision. It is shown in experimental results that the coding cost is around 15.6 bits per vertex (bpv) for 12-bit coordinate quantization and 5.6 bpv for 8-bit coordinate quantization on average.
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