{"title":"Optimized point splatting based on a fully-balanced hierarchical structure","authors":"Hossein Azari, I. Cheng, A. Basu","doi":"10.1109/ICME.2011.6011982","DOIUrl":null,"url":null,"abstract":"We propose an improved two-layer hierarchical point-based 3D model representation for interactive 3D rendering. A tree structure called multi-section tree is introduced that allows creating a fully-balanced hierarchy with a desired branching factor for any arbitrary number of points. The proximity problem, the challenge of keeping close-by points together in equi-partitioning process, is addressed by applying an initial bottom-up point-grouping process that divides the 3D model surface into small, nearly equal-size groups of neighboring points. Each group is represented by a small multi-section subtree but treated as a single point in the main top-down equi-splitting process. The top-down process creates the main balanced multi-section tree which holds the whole structure together. Results show that our two-step description leads to a very compact quantized representation with enhanced rendering quality.","PeriodicalId":433997,"journal":{"name":"2011 IEEE International Conference on Multimedia and Expo","volume":"49 22","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 IEEE International Conference on Multimedia and Expo","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICME.2011.6011982","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
We propose an improved two-layer hierarchical point-based 3D model representation for interactive 3D rendering. A tree structure called multi-section tree is introduced that allows creating a fully-balanced hierarchy with a desired branching factor for any arbitrary number of points. The proximity problem, the challenge of keeping close-by points together in equi-partitioning process, is addressed by applying an initial bottom-up point-grouping process that divides the 3D model surface into small, nearly equal-size groups of neighboring points. Each group is represented by a small multi-section subtree but treated as a single point in the main top-down equi-splitting process. The top-down process creates the main balanced multi-section tree which holds the whole structure together. Results show that our two-step description leads to a very compact quantized representation with enhanced rendering quality.