• Title/Summary/Keyword: 3D mesh decoding

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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.

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.

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.