通过稀疏编码压缩和渲染纹理点云

Kersten Schuster, Philip Trettner, Patric Schmitz, Julian Schakib, L. Kobbelt
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引用次数: 3

摘要

基于飞溅的渲染技术从3D扫描数据中产生高度逼真的渲染,而无需事先生成网格。将高分辨率照片映射到splat原语可以详细再现表面外观。然而,在许多情况下,这些庞大的数据集并不适合GPU内存。本文提出了一种针对大型纹理点云数据集的压缩和渲染方法。我们的目标是实现优于一般纹理压缩算法的压缩比,同时仍然保留无需事先解压即可有效渲染的能力。为了实现这一点,我们通过将输入纹理投影到splats上来重新采样,并创建一个固定大小的表示,可以通过稀疏字典编码方案来近似。每个splat都有可变数量的码字索引和相关权重,它们在渲染期间将最终纹理定义为线性组合。为了进一步减少内存占用,我们通过对局部邻域进行仔细的聚类和量化来压缩几何属性。我们的方法将纹理点云的内存需求降低了一个数量级,同时保留了有效渲染压缩数据的可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Compression and rendering of textured point clouds via sparse coding
Splat-based rendering techniques produce highly realistic renderings from 3D scan data without prior mesh generation. Mapping high-resolution photographs to the splat primitives enables detailed reproduction of surface appearance. However, in many cases these massive datasets do not fit into GPU memory. In this paper, we present a compression and rendering method that is designed for large textured point cloud datasets. Our goal is to achieve compression ratios that outperform generic texture compression algorithms, while still retaining the ability to efficiently render without prior decompression. To achieve this, we resample the input textures by projecting them onto the splats and create a fixed-size representation that can be approximated by a sparse dictionary coding scheme. Each splat has a variable number of codeword indices and associated weights, which define the final texture as a linear combination during rendering. For further reduction of the memory footprint, we compress geometric attributes by careful clustering and quantization of local neighborhoods. Our approach reduces the memory requirements of textured point clouds by one order of magnitude, while retaining the possibility to efficiently render the compressed data.
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