• Title/Summary/Keyword: 3D mesh coding

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Generation of Fixed Spectral Basis for Three-Dimensional Mesh Coding Using Dual Graph

  • Kim Sung-Yeol;Yoon Seung-Uk;Ho Yo-Sung
    • Proceedings of the IEEK Conference
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    • summer
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    • pp.137-142
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    • 2004
  • In this paper, we propose a new scheme for geometry coding of three-dimensional (3-D) mesh models using a fixed spectral basis. In order to code the mesh geometry information, we generate a fixed spectral basis using the dual graph derived from the 3-D mesh topology. After we partition a 3-D mesh model into several independent sub-meshes to reduce coding complexity, the mesh geometry information is projected onto the generated orthonormal bases which are the eigenvectors of the Laplacian matrix of the 3-D mesh. Finally, spectral coefficients are coded by a quantizer and a variable length coder. The proposed scheme can not only overcome difficulty of generating a fixed spectral basis, but also reduce coding complexity. Moreover, we can provide an efficient multi-resolution representation of 3-D meshes.

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Fast 3D Mesh Compression Using Shared Vertex Analysis

  • Jang, Euee-Seon;Lee, Seung-Wook;Koo, Bon-Ki;Kim, Dai-Yong;Son, Kyoung-Soo
    • ETRI Journal
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    • v.32 no.1
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    • pp.163-165
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    • 2010
  • A trend in 3D mesh compression is codec design with low computational complexity which preserves the input vertex and face order. However, this added information increases the complexity. We present a fast 3D mesh compression method that compresses the redundant shared vertex information between neighboring faces using simple first-order differential coding followed by fast entropy coding with a fixed length prefix. Our algorithm is feasible for low complexity designs and maintains the order, which is now part of the MPEG-4 scalable complexity 3D mesh compression standard. The proposed algorithm is 30 times faster than MPEG-4 3D mesh coding extension.

Texture Image Rearrangement for Texture Coordinate Coding of Three-dimensional Mesh Models (삼차원 메쉬 모델의 텍스처 좌표 부호화를 위한 텍스처 영상의 재배열 방법)

  • Kim, Sung-Yeol;Ho, Yo-Sung
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.963-966
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    • 2005
  • Previous works related to texture coordinate coding of the three-dimensional(3-D) mesh models employed the same predictor as the geometry coder. However, discontinuities in the texture coordinates cause unreasonable prediction. Especially, discontinuities become more serious for the 3-D mesh model with a non-atlas texture image. In this paper, we propose a new coding scheme to remove discontinuities in the texture coordinates by reallocating texture segments according to a coding order. Experiment results show that the proposed coding scheme outperforms the MPEG-4 3DMC standard in terms of compression efficiency. The proposed scheme not only overcome the discontinuity problem by regenerating a texture image, but also improve coding efficiency of texture coordinate compression.

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SNR Scalable Coding of 3-D Mesh Sequences Based on Singular Value Decomposition (특이값 분해에 기반한 3차원 메쉬 동영상의 SNR 계층 부호화)

  • Heu, Jun-Hee;Kim, Chang-Su;Lee, Sang-Uk
    • Journal of Broadcast Engineering
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    • v.13 no.3
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    • pp.289-298
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    • 2008
  • We propose an SNR-scalable coding algorithm for three-dimensional mesh sequences based on singular value decomposition (SVD). SVD achieves a coding gain by representing a mesh sequence with a small number of basis vectors and singular values. First, we introduce a bit plane coding scheme and derive a quantitative relationship between each bit plane and the reconstructed image quality. Using the relationship, we develop a rate-distortion (RD) optimized coding algorithm. Moreover, we propose prediction techniques to exploit the spatio-temporal correlations in real mesh sequences. Simulation results demonstrate that the proposed algorithm provides significantly better RD performance than conventional SVD coders.

A Connectivity Encoding of 3D Meshes for Mobile Systems (모바일 시스템을 위한 연결 데이터 압축 알고리즘)

  • Kim, Dae-Young;Lee, Sung-Yeol;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.1
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    • pp.27-33
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    • 2008
  • Mobile systems have relatively limited resources such as low memory, slow CPU, or low power comparing to desktop systems. In this paper, we present a new 3D mesh connectivity coding algorithm especially optimized for mobile systems(i.e., mobile phones). By using adaptive octree data structure for vertex positions, a new distance-based connectivity coding is proposed. Our algorithm uses fixed point arithmetic and minimizes dynamic memory allocation, appropriate for mobile systems. We also demonstrate test data to show the utility of our mobile 3D mesh codec.

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Adaptive Subdivision for Geometry Coding of 3D Meshes (적응형 세분화를 이용한 3D 메쉬의 기하데이타 압축)

  • Lee Hae-Young
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.8
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    • pp.547-553
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    • 2006
  • We present a new geometry coding method for 3D meshes, an adaptive subdivision. Previous localized geometry coding methods have demonstrated better compression ratios than the global approach but they are considered hard to use in practice partly due to time - consuming quantization. Our new localized scheme replaces this quantization with an adaptive subdivision of the localized range. The deeper level a user chooses, the closer to the original the mesh will be restored. We also present an improved connectivity coder upon the current leading Angle-Analyzer's by applying a context-modeling. As a result, our new coder provides reliable and intuitive controls between bit-rate and distortion without losing efficiency.

A Study on Implementation of 3D Player based on MPEG-4 Using Java Language (Java언어를 이용한 MPEG-4기반 3차원 플레이어의 구현에 관한 연구)

  • Park Young-Kyung;Kim Yong-Ho;Jung Jong-Jin;Kim Joong-Kyu;Ahn Sang-Woo;Choi Jin-Soo;Kim Jin-Woong;Ahn Chie-Teuk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.1B
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    • pp.117-124
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    • 2004
  • With MPEG-4 3D mesh coding(3DMC), the problem of the need of a wide bandwidth can be solved to store and transmit 3D information because of its high compression rate. And to realize the 3D information service with broadcasting or internet, one needs to transmit not only the 3D contents but also the 3D player. Therefore, in this paper we implement a 3D player based on MPEG-4 using a java language. A well-known java language employed in this paper provides the player with a wider range of applications, for example, when the O/S or the platform are different, due to its properties of scalability and universality. The implemented player which has functions (translation, rotation, etc) that can manipulate contents decodes the 3D contents and displays them. In addition, the player has a network function that receives a 3D content from the server. This paper explains the architecture and characteristics of the player and shows its simulation results.

Color Data Compression for Three-dimensional Mesh Models Using Connectivity and Geometry Information (연결성 정보와 기하학 정보를 이용한 삼차원 메쉬 모델의 색상 정보 압축 방법)

  • Yoon, Young-Suk;Kim, Sung-Yeol;Ho, Yo-Sung
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.745-746
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    • 2006
  • In this paper, we propose a new predictive coding scheme for color data of three-dimensional (3-D) mesh models. We exploit connectivity and geometry information to improve coding efficiency. After ordering all vertices in a 3-D mesh model with a vertex traversal technique, we employ a geometry predictor to compress the color data. The predicted color can be acquired by a weighted sum of reconstructed colors for adjacent vertices using both angles and distances between the current vertex and adjacent vertices.

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Photometry Data Compression for Three-dimensional Mesh Models Using Connectivity and Geometry Information (연결성 정보와 기하학 정보를 이용한 삼차원 메쉬 모델의 광학성 정보 압축 방법)

  • Yoon, Young-Suk;Ho, Yo-Sung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.3
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    • pp.160-174
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    • 2008
  • In this paper, we propose new coding techniques for photometry data of three-dimensional(3-D) mesh models. We make a good use of geometry and connectivity information to improve coding efficiency of color, normal vector, and texture data. First of all, we determine the coding order of photometry data exploiting connectivity information. Then, we exploit the obtained geometry information of neighboring vortices through the previous process to predict the photometry data. For color coding, the predicted color of the current vertex is computed by a weighted sum of colors for adjacent vortices considering geometrical characteristics between the current vortex and the adjacent vortices at the geometry predictor. For normal vector coding, the normal vector of the current vertex is equal to one of the optimal plane produced by the optimal plane generator with distance equalizer owing to the property of an isosceles triangle. For texture coding, our proposed method removes discontinuity in the texture coordinates and reallocates texture image segments according to the coding order. Simulation results show that the proposed compression schemes provide improved performance over previous works for various 3-D mesh models.

Data Recovery of 3D Polygonal Mesh Model (Polygonal Mesh로 표현된 3차원 모델의 에러복원 연구)

  • Kim Dai-yong;Ryu Dae-ha;Park Sung-won;Kim Mi-ja;Jang Euee S.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.23-26
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    • 2003
  • 3차원 Polygonal Mesh는 그래픽스, 에니메이션, 게임에서 3차원 객체에 대한 표현에 사용되고, 이러한 3차원 모델에 대한 IndexedFaceSet 노드에 3차원 정전정보와 연결정보를 압축하는데 MPEG-4 3DMC를 사용한다. 이러한 연결정보는 다각형의 Mesh 형태로 3차원 모델을 구성하는 정보를 갖는데, 이는 Tepological Surgery 라고 하는 방법을 통해서 2차원의 스트립 단위의 데이터로 분해된다. 이러한 3D 데이터는 방송환경과 같은 재전송이 불가능한 네트워크의 환경에서 유무선 네트워크 상에서 채널문제로 인해서 데이터의 손실이 있게 되면, 복호화 된 데이터는 데이터의 손상이 발생하게 된다. 이러한 현상은 3D 모델의 좌표의 연결정보에 손상을 주게 되고, 여기서 복호화 된 데이터는 스트립 단위로 손상이 발생하게 된다. 이러한 현상은 3차원 모델의 좌표의 연결정보에 손상을 주게 된다. 본 논문은 이러한 3차원 정보의 손상을 효과적으로 복원하기 위한 연구에 관한 것이며, Mesh의 면을 이루는 각 꼭지점의 좌표들의 연결 정보가 손실되지 않는 스트립에서는 약간의 차이는 있을 수 있으나, 완벽한 복원을 하였고, 두 개 이상의 스트립이 붙어서 손상된 경우나, 좌표의 연결 정보가 없는 경우에는 조건에 따라 현저히 좋은 격과를 얻을 수 있었다.

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