2,279 research outputs found

    Scalable wavelet-based coding of irregular meshes with interactive region-of-interest support

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    This paper proposes a novel functionality in wavelet-based irregular mesh coding, which is interactive region-of-interest (ROI) support. The proposed approach enables the user to define the arbitrary ROIs at the decoder side and to prioritize and decode these regions at arbitrarily high-granularity levels. In this context, a novel adaptive wavelet transform for irregular meshes is proposed, which enables: 1) varying the resolution across the surface at arbitrarily fine-granularity levels and 2) dynamic tiling, which adapts the tile sizes to the local sampling densities at each resolution level. The proposed tiling approach enables a rate-distortion-optimal distribution of rate across spatial regions. When limiting the highest resolution ROI to the visible regions, the fine granularity of the proposed adaptive wavelet transform reduces the required amount of graphics memory by up to 50%. Furthermore, the required graphics memory for an arbitrary small ROI becomes negligible compared to rendering without ROI support, independent of any tiling decisions. Random access is provided by a novel dynamic tiling approach, which proves to be particularly beneficial for large models of over 10(6) similar to 10(7) vertices. The experiments show that the dynamic tiling introduces a limited lossless rate penalty compared to an equivalent codec without ROI support. Additionally, rate savings up to 85% are observed while decoding ROIs of tens of thousands of vertices

    Static 3D Triangle Mesh Compression Overview

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    3D triangle meshes are extremely used to model discrete surfaces, and almost always represented with two tables: one for geometry and another for connectivity. While the raw size of a triangle mesh is of around 200 bits per vertex, by coding cleverly (and separately) those two distinct kinds of information it is possible to achieve compression ratios of 15:1 or more. Different techniques must be used depending on whether single-rate vs. progressive bitstreams are sought; and, in the latter case, on whether or not hierarchically nested meshes are desirable during reconstructio

    A Universal Parallel Two-Pass MDL Context Tree Compression Algorithm

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    Computing problems that handle large amounts of data necessitate the use of lossless data compression for efficient storage and transmission. We present a novel lossless universal data compression algorithm that uses parallel computational units to increase the throughput. The length-NN input sequence is partitioned into BB blocks. Processing each block independently of the other blocks can accelerate the computation by a factor of BB, but degrades the compression quality. Instead, our approach is to first estimate the minimum description length (MDL) context tree source underlying the entire input, and then encode each of the BB blocks in parallel based on the MDL source. With this two-pass approach, the compression loss incurred by using more parallel units is insignificant. Our algorithm is work-efficient, i.e., its computational complexity is O(N/B)O(N/B). Its redundancy is approximately Blog(N/B)B\log(N/B) bits above Rissanen's lower bound on universal compression performance, with respect to any context tree source whose maximal depth is at most log(N/B)\log(N/B). We improve the compression by using different quantizers for states of the context tree based on the number of symbols corresponding to those states. Numerical results from a prototype implementation suggest that our algorithm offers a better trade-off between compression and throughput than competing universal data compression algorithms.Comment: Accepted to Journal of Selected Topics in Signal Processing special issue on Signal Processing for Big Data (expected publication date June 2015). 10 pages double column, 6 figures, and 2 tables. arXiv admin note: substantial text overlap with arXiv:1405.6322. Version: Mar 2015: Corrected a typ

    LAR Video : Lossless Video Coding with Semantic Scalability

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    Baptized “LAR Video”, the method proposed in this paper describes a new lossless video coding algorithm with advanced semantic scalability. Motion estimation and compensation steps are undertaken first to produce the well known displaced frame difference (DFD). The basic idea is to apply a pyramidal decomposition to this residual error, based on an efficient scalable image compression technique named LAR-APP. As a result of progressive data broadcasting, the image-sequence can be scalably rebuilt in the decoder at different spatial resolution levels. The given experimental results show that the proposed solution achieves not only scalability but also good compression performances
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