{"title":"Non-uniform light field compression: a geometry-based method for image processing","authors":"W. Wendong, Yin Baocai, Kong Ddehui","doi":"10.1109/ICNNSP.2003.1281051","DOIUrl":null,"url":null,"abstract":"A geometry-based image compression method-non-uniform light field compression is proposed by combining bi-triangle-based surface light field partition and non-uniform factoring of light field matrix, through which a four orders magnitude compression ratio can be achieved. Starting from dense images captured from vantage points, the codec resample these original data and partition the resampled data over bi-triangle. Then the codec arrange these partitioned light field data into 2D matrices and approximate the matrices through factoring them into non-uniform textures. Finally the codec group these textures into tiles and further compress these textures using ordinary still image compression techniques. Novel image can be rendered in real-time through texture mapping. In this paper we illustrate the compression efficiency and rendering performance through dense images captured in real scene.","PeriodicalId":336216,"journal":{"name":"International Conference on Neural Networks and Signal Processing, 2003. Proceedings of the 2003","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Neural Networks and Signal Processing, 2003. Proceedings of the 2003","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICNNSP.2003.1281051","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
A geometry-based image compression method-non-uniform light field compression is proposed by combining bi-triangle-based surface light field partition and non-uniform factoring of light field matrix, through which a four orders magnitude compression ratio can be achieved. Starting from dense images captured from vantage points, the codec resample these original data and partition the resampled data over bi-triangle. Then the codec arrange these partitioned light field data into 2D matrices and approximate the matrices through factoring them into non-uniform textures. Finally the codec group these textures into tiles and further compress these textures using ordinary still image compression techniques. Novel image can be rendered in real-time through texture mapping. In this paper we illustrate the compression efficiency and rendering performance through dense images captured in real scene.