947 research outputs found

    Perceptual Quality Evaluation of 3D Triangle Mesh: A Technical Review

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    © 2018 IEEE. During mesh processing operations (e.g. simplifications, compression, and watermarking), a 3D triangle mesh is subject to various visible distortions on mesh surface which result in a need to estimate visual quality. The necessity of perceptual quality evaluation is already established, as in most cases, human beings are the end users of 3D meshes. To measure such kinds of distortions, the metrics that consider geometric measures integrating human visual system (HVS) is called perceptual quality metrics. In this paper, we direct an expansive study on 3D mesh quality evaluation mostly focusing on recently proposed perceptual based metrics. We limit our study on greyscale static mesh evaluation and attempt to figure out the most workable method for real-Time evaluation by making a quantitative comparison. This paper also discusses in detail how to evaluate objective metric's performance with existing subjective databases. In this work, we likewise research the utilization of the psychometric function to expel non-linearity between subjective and objective values. Finally, we draw a comparison among some selected quality metrics and it shows that curvature tensor based quality metrics predicts consistent result in terms of correlation

    A perceptual quality metric for 3D triangle meshes based on spatial pooling

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    © 2018, Higher Education Press and Springer-Verlag GmbH Germany, part of Springer Nature. In computer graphics, various processing operations are applied to 3D triangle meshes and these processes often involve distortions, which affect the visual quality of surface geometry. In this context, perceptual quality assessment of 3D triangle meshes has become a crucial issue. In this paper, we propose a new objective quality metric for assessing the visual difference between a reference mesh and a corresponding distorted mesh. Our analysis indicates that the overall quality of a distorted mesh is sensitive to the distortion distribution. The proposed metric is based on a spatial pooling strategy and statistical descriptors of the distortion distribution. We generate a perceptual distortion map for vertices in the reference mesh while taking into account the visual masking effect of the human visual system. The proposed metric extracts statistical descriptors from the distortion map as the feature vector to represent the overall mesh quality. With the feature vector as input, we adopt a support vector regression model to predict the mesh quality score.We validate the performance of our method with three publicly available databases, and the comparison with state-of-the-art metrics demonstrates the superiority of our method. Experimental results show that our proposed method achieves a high correlation between objective assessment and subjective scores

    Quality Measurements on Quantised Meshes

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    In computer graphics, triangle mesh has emerged as the ubiquitous shape rep- resentation for 3D modelling and visualisation applications. Triangle meshes, often undergo compression by specialised algorithms for the purposes of storage and trans- mission. During the compression processes, the coordinates of the vertices of the triangle meshes are quantised using fixed-point arithmetic. Potentially, that can alter the visual quality of the 3D model. Indeed, if the number of bits per vertex coordinate is too low, the mesh will be deemed by the user as visually too coarse as quantisation artifacts will become perceptible. Therefore, there is the need for the development of quality metrics that will enable us to predict the visual appearance of a triangle mesh at a given level of vertex coordinate quantisation

    A new mesh visual quality metric using saliency weighting-based pooling strategy

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    © 2018 Elsevier Inc. Several metrics have been proposed to assess the visual quality of 3D triangular meshes during the last decade. In this paper, we propose a mesh visual quality metric by integrating mesh saliency into mesh visual quality assessment. We use the Tensor-based Perceptual Distance Measure metric to estimate the local distortions for the mesh, and pool local distortions into a quality score using a saliency weighting-based pooling strategy. Three well-known mesh saliency detection methods are used to demonstrate the superiority and effectiveness of our metric. Experimental results show that our metric with any of three saliency maps performs better than state-of-the-art metrics on the LIRIS/EPFL general-purpose database. We generate a synthetic saliency map by assembling salient regions from individual saliency maps. Experimental results reveal that the synthetic saliency map achieves better performance than individual saliency maps, and the performance gain is closely correlated with the similarity between the individual saliency maps

    Visual saliency guided textured model simplification

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    Mesh geometry can be used to model both object shape and details. If texture maps are involved, it is common to let mesh geometry mainly model object shapes and let the texture maps model the most object details, optimising data size and complexity of an object. To support efficient object rendering and transmission, model simplification can be applied to reduce the modelling data. However, existing methods do not well consider how object features are jointly represented by mesh geometry and texture maps, having problems in identifying and preserving important features for simplified objects. To address this, we propose a visual saliency detection method for simplifying textured 3D models. We produce good simplification results by jointly processing mesh geometry and texture map to produce a unified saliency map for identifying visually important object features. Results show that our method offers a better object rendering quality than existing methods

    No-Reference Quality Assessment for Colored Point Cloud and Mesh Based on Natural Scene Statistics

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    To improve the viewer's quality of experience and optimize processing systems in computer graphics applications, the 3D quality assessment (3D-QA) has become an important task in the multimedia area. Point cloud and mesh are the two most widely used electronic representation formats of 3D models, the quality of which is quite sensitive to operations like simplification and compression. Therefore, many studies concerning point cloud quality assessment (PCQA) and mesh quality assessment (MQA) have been carried out to measure the visual quality degradations caused by lossy operations. However, a large part of previous studies utilizes full-reference (FR) metrics, which means they may fail to predict the accurate quality level of 3D models when the reference 3D model is not available. Furthermore, limited numbers of 3D-QA metrics are carried out to take color features into consideration, which significantly restricts the effectiveness and scope of application. In many quality assessment studies, natural scene statistics (NSS) have shown a good ability to quantify the distortion of natural scenes to statistical parameters. Therefore, we propose an NSS-based no-reference quality assessment metric for colored 3D models. In this paper, quality-aware features are extracted from the aspects of color and geometry directly from the 3D models. Then the statistic parameters are estimated using different distribution models to describe the characteristic of the 3D models. Our method is mainly validated on the colored point cloud quality assessment database (SJTU-PCQA) and the colored mesh quality assessment database (CMDM). The experimental results show that the proposed method outperforms all the state-of-art NR 3D-QA metrics and obtains an acceptable gap with the state-of-art FR 3D-QA metrics

    Part decomposition of 3D surfaces

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    This dissertation describes a general algorithm that automatically decomposes realworld scenes and objects into visual parts. The input to the algorithm is a 3 D triangle mesh that approximates the surfaces of a scene or object. This geometric mesh completely specifies the shape of interest. The output of the algorithm is a set of boundary contours that dissect the mesh into parts where these parts agree with human perception. In this algorithm, shape alone defines the location of a bom1dary contour for a part. The algorithm leverages a human vision theory known as the minima rule that states that human visual perception tends to decompose shapes into parts along lines of negative curvature minima. Specifically, the minima rule governs the location of part boundaries, and as a result the algorithm is known as the Minima Rule Algorithm. Previous computer vision methods have attempted to implement this rule but have used pseudo measures of surface curvature. Thus, these prior methods are not true implementations of the rule. The Minima Rule Algorithm is a three step process that consists of curvature estimation, mesh segmentation, and quality evaluation. These steps have led to three novel algorithms known as Normal Vector Voting, Fast Marching Watersheds, and Part Saliency Metric, respectively. For each algorithm, this dissertation presents both the supporting theory and experimental results. The results demonstrate the effectiveness of the algorithm using both synthetic and real data and include comparisons with previous methods from the research literature. Finally, the dissertation concludes with a summary of the contributions to the state of the art

    PC-MSDM: A quality metric for 3D point clouds

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    International audienceIn this paper, we present PC-MSDM, an objective metric for visual quality assessment of 3D point clouds. This full-reference metric is based on local curvature statistics and can be viewed as an extension for point clouds of the MSDM metric suited for 3D meshes. We evaluate its performance on an open subjective dataset of point clouds compressed by octree pruning; results show that the proposed metric outperforms its counterparts in terms of correlation with mean opinion scores

    METRIC EVALUATION PIPELINE FOR 3D MODELING OF URBAN SCENES

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    Study and Comparison of Surface Roughness Measurements

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    National audienceThis survey paper focus on recent researches whose goal is to optimize treatments on 3D meshes, thanks to a study of their surface features, and more precisely their roughness and saliency. Applications like watermarking or lossy compression can benefit from a precise roughness detection, to better hide the watermarks or quantize coarsely these areas, without altering visually the shape. Despite investigations on scale dependence leading to multi-scale approaches, an accurate roughness or pattern characterization is still lacking, but challenging for those treatments. We think there is still room for investigations that could benefit from the power of the wavelet analysis or the fractal models. Furthermore only few works are now able to differentiate roughness from saliency, though it is essential for faithfully simplifying or denoising a 3D mesh. Hence we have investigated roughness quantification methods for analog surfaces, in several domains of physics. Some roughness parameters used in these fields and the additionnal information they bring are finally studied, since we think an adaptation for 3D meshes could be beneficial
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