{"title":"二维细胞动画的表面简化和破边压缩","authors":"Vivek Kwatra, J. Rossignac","doi":"10.1109/SMI.2002.1003550","DOIUrl":null,"url":null,"abstract":"Digitized cell animations are typically composed of frames, which contain a small number of regions, which each contain pixels of the same color and exhibit a significant level of shape coherence through time. To exploit this coherence, we treat the stack of frames as a 3D volume and represent the evolution of each region by the bounding surface of the 3D volume V that it sweeps out. To reduce transmission costs, we triangulate and simplify the bounding surface and then encode it using the Edgebreaker compression scheme. To restore a close approximation of the original animation, the client player decompresses the surface and produces the successive frames by intersecting V with constant-time planes. The intersection is generated in real-time with standard graphics hardware through an improved capping (i.e. solid clipping) technique, which correctly handles overlapping facets. We have tested this approach on real and synthetic black and white animations and report compression ratios that improve upon those produced using the MPEG, MRLE, and GZIP compression standards for an equivalent quality result.","PeriodicalId":267347,"journal":{"name":"Proceedings SMI. Shape Modeling International 2002","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2002-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Surface simplification and Edgebreaker compression for 2D cell animations\",\"authors\":\"Vivek Kwatra, J. Rossignac\",\"doi\":\"10.1109/SMI.2002.1003550\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Digitized cell animations are typically composed of frames, which contain a small number of regions, which each contain pixels of the same color and exhibit a significant level of shape coherence through time. To exploit this coherence, we treat the stack of frames as a 3D volume and represent the evolution of each region by the bounding surface of the 3D volume V that it sweeps out. To reduce transmission costs, we triangulate and simplify the bounding surface and then encode it using the Edgebreaker compression scheme. To restore a close approximation of the original animation, the client player decompresses the surface and produces the successive frames by intersecting V with constant-time planes. The intersection is generated in real-time with standard graphics hardware through an improved capping (i.e. solid clipping) technique, which correctly handles overlapping facets. We have tested this approach on real and synthetic black and white animations and report compression ratios that improve upon those produced using the MPEG, MRLE, and GZIP compression standards for an equivalent quality result.\",\"PeriodicalId\":267347,\"journal\":{\"name\":\"Proceedings SMI. Shape Modeling International 2002\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2002-05-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings SMI. Shape Modeling International 2002\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SMI.2002.1003550\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings SMI. Shape Modeling International 2002","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SMI.2002.1003550","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Surface simplification and Edgebreaker compression for 2D cell animations
Digitized cell animations are typically composed of frames, which contain a small number of regions, which each contain pixels of the same color and exhibit a significant level of shape coherence through time. To exploit this coherence, we treat the stack of frames as a 3D volume and represent the evolution of each region by the bounding surface of the 3D volume V that it sweeps out. To reduce transmission costs, we triangulate and simplify the bounding surface and then encode it using the Edgebreaker compression scheme. To restore a close approximation of the original animation, the client player decompresses the surface and produces the successive frames by intersecting V with constant-time planes. The intersection is generated in real-time with standard graphics hardware through an improved capping (i.e. solid clipping) technique, which correctly handles overlapping facets. We have tested this approach on real and synthetic black and white animations and report compression ratios that improve upon those produced using the MPEG, MRLE, and GZIP compression standards for an equivalent quality result.