1,596 research outputs found
Ubiquitous Scalable Graphics: An End-to-End Framework using Wavelets
Advances in ubiquitous displays and wireless communications have fueled the emergence of exciting mobile graphics applications including 3D virtual product catalogs, 3D maps, security monitoring systems and mobile games. Current trends that use cameras to capture geometry, material reflectance and other graphics elements means that very high resolution inputs is accessible to render extremely photorealistic scenes. However, captured graphics content can be many gigabytes in size, and must be simplified before they can be used on small mobile devices, which have limited resources, such as memory, screen size and battery energy. Scaling and converting graphics content to a suitable rendering format involves running several software tools, and selecting the best resolution for target mobile device is often done by trial and error, which all takes time. Wireless errors can also affect transmitted content and aggressive compression is needed for low-bandwidth wireless networks. Most rendering algorithms are currently optimized for visual realism and speed, but are not resource or energy efficient on mobile device. This dissertation focuses on the improvement of rendering performance by reducing the impacts of these problems with UbiWave, an end-to-end Framework to enable real time mobile access to high resolution graphics using wavelets. The framework tackles the issues including simplification, transmission, and resource efficient rendering of graphics content on mobile device based on wavelets by utilizing 1) a Perceptual Error Metric (PoI) for automatically computing the best resolution of graphics content for a given mobile display to eliminate guesswork and save resources, 2) Unequal Error Protection (UEP) to improve the resilience to wireless errors, 3) an Energy-efficient Adaptive Real-time Rendering (EARR) heuristic to balance energy consumption, rendering speed and image quality and 4) an Energy-efficient Streaming Technique. The results facilitate a new class of mobile graphics application which can gracefully adapt the lowest acceptable rendering resolution to the wireless network conditions and the availability of resources and battery energy on mobile device adaptively
Rate-Distortion Modeling for Bit Rate Constrained Point Cloud Compression
As being one of the main representation formats of 3D real world and
well-suited for virtual reality and augmented reality applications, point
clouds have gained a lot of popularity. In order to reduce the huge amount of
data, a considerable amount of research on point cloud compression has been
done. However, given a target bit rate, how to properly choose the color and
geometry quantization parameters for compressing point clouds is still an open
issue. In this paper, we propose a rate-distortion model based quantization
parameter selection scheme for bit rate constrained point cloud compression.
Firstly, to overcome the measurement uncertainty in evaluating the distortion
of the point clouds, we propose a unified model to combine the geometry
distortion and color distortion. In this model, we take into account the
correlation between geometry and color variables of point clouds and derive a
dimensionless quantity to represent the overall quality degradation. Then, we
derive the relationships of overall distortion and bit rate with the
quantization parameters. Finally, we formulate the bit rate constrained point
cloud compression as a constrained minimization problem using the derived
polynomial models and deduce the solution via an iterative numerical method.
Experimental results show that the proposed algorithm can achieve optimal
decoded point cloud quality at various target bit rates, and substantially
outperform the video-rate-distortion model based point cloud compression
scheme.Comment: Accepted to IEEE Transactions on Circuits and Systems for Video
Technolog
Source coding for transmission of reconstructed dynamic geometry: a rate-distortion-complexity analysis of different approaches
Live 3D reconstruction of a human as a 3D mesh with commodity electronics is becoming a reality. Immersive applications (i.e. cloud gaming, tele-presence) benefit from effective transmission of such content over a bandwidth limited link. In this paper we outline different approaches for compressing live reconstructed mesh geometry based on distributing mesh reconstruction functions between sender and receiver. We evaluate rate-performance-complexity of different configurations. First, we investigate 3D mesh compression methods (i.e. dynamic/static) from MPEG-4. Second, we evaluate the option of using octree based point cloud compression and receiver side surface reconstruction
Network streaming and compression for mixed reality tele-immersion
Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor
Cost-driven framework for progressive compression of textured meshes
International audienceRecent advances in digitization of geometry and radiometry generate in routine massive amounts of surface meshes with texture or color attributes. This large amount of data can be compressed using a progressive approach which provides at decoding low complexity levels of details (LoDs) that are continuously refined until retrieving the original model. The goal of such a progressive mesh compression algorithm is to improve the overall quality of the transmission for the user, by optimizing the rate-distortion trade-off. In this paper, we introduce a novel meaningful measure for the cost of a progressive transmission of a textured mesh by observing that the rate-distortion curve is in fact a staircase, which enables an effective comparison and optimization of progressive transmissions in the first place. We contribute a novel generic framework which utilizes the cost function to encode triangle surface meshes via multiplexing several geometry reduction steps (mesh decimation via half-edge or full-edge collapse operators, xyz quantization reduction and uv quantization reduction). This framework can also deal with textures by multiplexing an additional texture reduction step. We also design a texture atlas that enables us to preserve texture seams during decimation while not impairing the quality of resulting LODs. For encoding the inverse mesh decimation steps we further contribute a significant improvement over the state-of-the-art in terms of rate-distortion performance and yields a compression-rate of 22:1, on average. Finally, we propose a unique single-rate alternative solution using a selection scheme of a subset among LODs, optimized for our cost function, and provided with our atlas that enables interleaved progressive texture refinements
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