• Title/Summary/Keyword: 3D mesh compression

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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.

Progressive Compression of 3D Mesh Geometry Using Sparse Approximations from Redundant Frame Dictionaries

  • Krivokuca, Maja;Abdulla, Waleed Habib;Wunsche, Burkhard Claus
    • ETRI Journal
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    • v.39 no.1
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    • pp.1-12
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    • 2017
  • In this paper, we present a new approach for the progressive compression of three-dimensional (3D) mesh geometry using redundant frame dictionaries and sparse approximation techniques. We construct the proposed frames from redundant linear combinations of the eigenvectors of a combinatorial mesh Laplacian matrix. We achieve a sparse synthesis of the mesh geometry by selecting atoms from a frame using matching pursuit. Experimental results show that the resulting rate-distortion performance compares favorably with other progressive mesh compression algorithms in the same category, even when a very simple, sub-optimal encoding strategy is used for the transmitted data. The proposed frames also have the desirable property of being able to be applied directly to a manifold mesh having arbitrary topology and connectivity types; thus, no initial remeshing is required and the original mesh connectivity is preserved.

Preprocessing Method for Efficient Compression of Patch-based Image (패치 영상의 효율적 압축을 위한 전처리 방법)

  • Lee, Sin-Wook;Lee, Sun-Young;Chang, Eun-Youn;Hur, Nam-Ho;Jang, Euee-S.
    • Journal of Broadcast Engineering
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    • v.13 no.1
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    • pp.109-118
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    • 2008
  • In mapping a texture image into a 3D mesh model for photo-realistic graphic applications, the compression of texture image is as important as geometry of 3D mesh. Typically, the size of the (compressed) texture image of 3D model is comparable to that of the (compressed) 3D mesh geometry. Most 3D model compression techniques are to compress the 3D mesh geometry, rather than to compress the texture image. Well-known image compression standards (i.e., JPEG) have been extensively used for texture image compression. However, such techniques are not so efficient when it comes to compress an image with texture patches, since the patches are little correlated. In this paper, we proposed a preprocessing method to substantially improve the compression efficiency of texture compression. From the experimental results, the proposed method was shown to be efficient in compression with a bit-saving from 23% to 45%.

TRIANGLE MESH COMPRESSION USING GEOMETRIC CONSTRAINTS

  • Sim, Jae-Young;Kim, Chang-Su;Lee, Sang-Uk
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.462-465
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    • 2000
  • It is important to compress three dimensional (3D) data efficiently, since 3D data are too large to store or transmit in general. In this paper, we propose a lossless compression algorithm of the 3D mesh connectivity, based on the vertex degree. Most techniques for the 3D mesh compression treat the connectivity and the geometric separately, but our approach attempts to exploit the geometric information for compressing the connectivity information. We use the geometric angle constraint of the vertex fanout pattern to predict the vertex degree, so the proposed algorithm yields higher compression efficiency than the conventional algorithms.

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Depth Compression for Multi-View Sequences Using 3-D Mesh Representation (3-D 메쉬 모델을 이용한 다시점 영상의 깊이 정보 압축)

  • Jung, Il-Lyong;Kim, Chang-Su
    • Proceedings of the IEEK Conference
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    • 2007.07a
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    • pp.203-204
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    • 2007
  • In this work, we propose a compression algorithm for depth images, which are obtained from multi-view sequences. The proposed algorithm represents a depth image using a 3-D regular triangular mesh and predictively encodes the mesh vertices using a linear prediction scheme. The prediction errors are encoded with a arithmetic coder. Simulation results demonstrate that the proposed algorithm provides better performances than the JPEG2000 lossless coder.

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Compression of Normal Vectors using Octree Encoding (옥트리 인코딩을 이용한 법선 벡터의 압축)

  • Kim, Y.J.;Kim, J.J.
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.2
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    • pp.109-117
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    • 2007
  • Three-dimensional mesh models have been widely used in various applications such as simulations, animations, and e-catalogs. In such applications the normal vectors of mesh models are used mainly for shading and take up the major portion of data size and transmission time paper over networks. Therefore a variety of techniques have been developed to compress them efficiently. In this paper, we propose the MOEC (Modified Octree Encoding Compression) algorithm, which allow multi lever compression ratios for 3D mesh models. In the algorithm, a modified octree has nodes representing their own positions and supporting a depth of the tree so that the normal vectors are compressed up to levels where the shading is visually indistinguishable. This approach provides efficient in compressing normals with multi-level ratios, without additional encoding when changing in compression ratio is required.

3-D Analysis of Hot Forging Processes using the Mesh Compression Method (격자압축법을 이용한 3차원 단조공정해석)

  • Hong, J.T.;Yang, D.Y.
    • Proceedings of the KSME Conference
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    • 2001.06c
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    • pp.492-497
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    • 2001
  • In the finite element analysis of metal forming processes using general Lagrangian formulation, element nodes in the mesh move and elements are distorted as the material is deformed. The excessive degeneracy of mesh interrupts finite element analysis and thus increases the error of plastic deformation energy. In this study, a remeshing scheme using so-called mesh compression method is proposed to effectively analyze the flash which is generated usually in hot forging processes. In order to verify the effectiveness of the method, several examples are tested in two-dimensional and three-dimensional problems.

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Palette-based Color Attribute Compression for Point Cloud Data

  • Cui, Li;Jang, Euee S.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.6
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    • pp.3108-3120
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    • 2019
  • Point cloud is widely used in 3D applications due to the recent advancement of 3D data acquisition technology. Polygonal mesh-based compression has been dominant since it can replace many points sharing a surface with a set of vertices with mesh structure. Recent point cloud-based applications demand more point-based interactivity, which makes point cloud compression (PCC) becomes more attractive than 3D mesh compression. Interestingly, an exploration activity has been started to explore the feasibility of PCC standard in MPEG. In this paper, a new color attribute compression method is presented for point cloud data. The proposed method utilizes the spatial redundancy among color attribute data to construct a color palette. The color palette is constructed by using K-means clustering method and each color data in point cloud is represented by the index of its similar color in palette. To further improve the compression efficiency, the spatial redundancy between the indices of neighboring colors is also removed by marking them using a flag bit. Experimental results show that the proposed method achieves a better improvement of RD performance compared with that of the MPEG PCC reference software.

Merge of VRML Mesh for 3D Shape Data Compression and Transmission (3D 형상 데이터의 압축 및 전송을 위한 VRML 메쉬의 병합에 관한 연구)

  • 장태범;문광원;정재열;김덕수
    • Korean Journal of Computational Design and Engineering
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    • v.7 no.2
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    • pp.89-95
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    • 2002
  • VRML data, which is mainly structural element, is frequently used for modeling and visualizing 3D objects. Although there can be variations, it is a usual practice to represent 3D shapes in VRML format. Ever since the advent of Internet, there have been strong needs to transfer shape data through Internet. Because of this need, it is necessary to transform a data file in VRML or similar format into a more convenient form to transfer through the network. In a VRML file, a model is sometimes divided into a set of triangle meshes due to several practical reasons. However, this causes various demerits for the fast transmission. Therefore, it is more efficient to merge the mesh sets into one mesh set for the transmission. In this paper, we present the problems in the merge process and the techniques to handle the situation.

Compression of 3D Mesh Geometry and Vertex Attributes for Mobile Graphics

  • Lee, Jong-Seok;Choe, Sung-Yul;Lee, Seung-Yong
    • Journal of Computing Science and Engineering
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    • v.4 no.3
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    • pp.207-224
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    • 2010
  • This paper presents a compression scheme for mesh geometry, which is suitable for mobile graphics. The main focus is to enable real-time decoding of compressed vertex positions while providing reasonable compression ratios. Our scheme is based on local quantization of vertex positions with mesh partitioning. To prevent visual seams along the partitioning boundaries, we constrain the locally quantized cells of all mesh partitions to have the same size and aligned local axes. We propose a mesh partitioning algorithm to minimize the size of locally quantized cells, which relates to the distortion of a restored mesh. Vertex coordinates are stored in main memory and transmitted to graphics hardware for rendering in the quantized form, saving memory space and system bus bandwidth. Decoding operation is combined with model geometry transformation, and the only overhead to restore vertex positions is one matrix multiplication for each mesh partition. In our experiments, a 32-bit floating point vertex coordinate is quantized into an 8-bit integer, which is the smallest data size supported in a mobile graphics library. With this setting, the distortions of the restored meshes are comparable to 11-bit global quantization of vertex coordinates. We also apply the proposed approach to compression of vertex attributes, such as vertex normals and texture coordinates, and show that gains similar to vertex geometry can be obtained through local quantization with mesh partitioning.