Non-uniform light field compression: a geometry-based method for image processing

W. Wendong, Yin Baocai, Kong Ddehui
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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.
非均匀光场压缩:一种基于几何的图像处理方法
将基于双三角形的表面光场分割和光场矩阵的非均匀分解相结合,提出了一种基于几何的图像压缩方法——非均匀光场压缩,实现了4个数量级的压缩比。从有利位置捕获的密集图像开始,编解码器对这些原始数据进行重新采样,并将重新采样的数据划分为双三角形。然后编解码器将这些分割的光场数据排列成二维矩阵,并通过分解成非均匀纹理来近似矩阵。最后编解码器将这些纹理分组到tile中,并使用普通的静态图像压缩技术进一步压缩这些纹理。通过纹理映射可以实时渲染新图像。本文通过在真实场景中捕获的密集图像来说明压缩效率和渲染性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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