641 research outputs found

    Multi-Resolution Texture Coding for Multi-Resolution 3D Meshes

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    We present an innovative system to encode and transmit textured multi-resolution 3D meshes in a progressive way, with no need to send several texture images, one for each mesh LOD (Level Of Detail). All texture LODs are created from the finest one (associated to the finest mesh), but can be re- constructed progressively from the coarsest thanks to refinement images calculated in the encoding process, and transmitted only if needed. This allows us to adjust the LOD/quality of both 3D mesh and texture according to the rendering power of the device that will display them, and to the network capacity. Additionally, we achieve big savings in data transmission by avoiding altogether texture coordinates, which are generated automatically thanks to an unwrapping system agreed upon by both encoder and decoder

    3D Point Cloud Data and Triangle Face Compression by a Novel Geometry Minimization Algorithm and Comparison with other 3D Formats

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    Polygonal meshes remain the primary representation for visualization of 3D data in a wide range of industries including manufacturing, architecture, geographic information systems, medical imaging, robotics, entertainment, and military applications. Because of its widespread use, it is desirable to compress polygonal meshes stored in ïŹle servers and exchanged over computer networks to reduce storage and transmission time requirements. 3D files encoded by OBJ format are commonly used to share models due to its clear simple design. Normally each OBJ file contains a large amount of data (e.g. vertices and triangulated faces) describing the mesh surface. In this research we introduce a novel algorithm to compress vertices and triangle faces called Geometry Minimization Algorithm (GM-Algorithm). First, each vertex consists of (x, y, z) coordinates that are encoded into a single value by the GM-Algorithm. Second, triangle faces are encoded by computing the differences between two adjacent vertex locations, and then coded by the GM-Algorithm followed by arithmetic coding. We tested the method on large data sets achieving high compression ratios over 90% while keeping the same number of vertices and triangle faces as the original mesh. The decompression step is based on a Parallel Fast Matching Search Algorithm (Parallel-FMS) to recover the structure of the 3D mesh. A comparative analysis of compression ratios is provided with a number of commonly used 3D file formats such as MATLAB, VRML, OpenCTM and STL showing the advantages and effectiveness of our approach

    Representation and coding of 3D video data

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    Livrable D4.1 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D4.1 du projet
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