A geometry-aware compression of 3D mesh texture with random access

Navid Mahmoudian Bidgoli, Thomas Maugey, A. Roumy, F. Nasiri, F. Payan
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引用次数: 3

Abstract

A 3D mesh object is usually represented as a combination of several entities including geometrical information (i.e., the triangles and their position in space) and a texture atlas/map (i.e. a giant 2D image containing all the texture information that is mapped to the 3D object at the rendering stage). This atlas is usually compressed using a conventional 2D image coder, thus without taking into account the geometrical information. Moreover, the whole image is usually decoded even though only a subpart of the mesh is observed by a user. In this paper, we propose a novel approach to compress a texture atlas of a 3D model that enables random access during decoding, and nevertheless takes into account the correlation driven by the geometrical information. The experimental results demonstrate the benefits of the proposed coder.
具有随机访问的三维网格纹理的几何感知压缩
3D网格对象通常表示为几个实体的组合,包括几何信息(即三角形及其在空间中的位置)和纹理图集/地图(即在渲染阶段映射到3D对象的包含所有纹理信息的巨大2D图像)。该地图集通常使用传统的二维图像编码器进行压缩,因此不考虑几何信息。此外,即使用户只观察到网格的一小部分,也通常会对整个图像进行解码。在本文中,我们提出了一种新的方法来压缩三维模型的纹理图谱,使其在解码过程中能够随机访问,同时考虑到几何信息驱动的相关性。实验结果证明了该编码器的优越性。
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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