有源四叉树网格的编码

H. Benoit-Cattin, A. C. Planat, Pascal Joachimsmann, A. Baskurt, P. Clarysse, I. Magnin
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引用次数: 6

摘要

研究了用多分辨率可变形四叉树算法生成的四边形网格结构的编码问题。这种结构对于基于区域的视频编码是有效的,但是很少有研究涉及到网格结构的编码。我们建议使用网格生成规则来显著减少定义网格结构的节点位置编码所需的比特数。这种减少导致图像质量或全局比特率的改善。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
On the coding of active quadtree mesh
We consider the coding of a quadrangular mesh structure generated by a multiresolution deformable quadtree algorithm. Such a structure has been found efficient for region based video coding, but few works deal with the coding of the mesh structure. We propose to use the rules of the mesh generation to significantly reduce the number of bits required for the coding of the nodes position defining the mesh structure. This reduction induces an improvement of either the image quality or either the global bit rate.
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