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1999
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5 pages
1 file
This paper highlights recent advances in image compression aided by 3-D geometry information. As two examples, we present a model-aided video coder for efficient compression of head-and-shoulder scenes and a geometry-aided coder for 4-D light fields for image-based rendering. Both examp les illustrate that an explicit representation of 3-D geometry is advintageous if many views of the same 3-D object or scene have to be encoded. Waveform-coding and 3-D model-based coding can be combined in a rate-distortion framework, such that the generality of waveform coding and the efficiency of 3-D models are available where needed.
2000
We show that traditional waveform-coding and 3-D model-based coding are not competing alternatives but should be combined to support and complement each other. Both approaches are combined such that the generality of waveform coding and the efficiency of 3-D model-based coding are available where needed. The combination is achieved by providing the block-based video coder with a second reference frame for prediction which is synthesized by the model-based coder. Since the coding gain of this approach is directly related to the quality of the synthetic frame, we have extended the model-aided coder [1] to cope with illumination changes and multiple objects. Remaining model failures and objects that are not known at the decoder are handled by standard block-based motion-compensated prediction. Experimental results show that bit-rate savings of up to 45 % are achieved at equal average PSNR when comparing the model-aided codec to TMN-10, the test model of the H.263 standard.
2007
This paper describes a novel technique for model-based coding of 3D head and head-and-shoulders sequences. First, 3D frames are analyzed and registered using a 3D face model, fixed and known also at the decoder side. Then, shape and texture information are compressed in a lossy fashion in order to reduce spatial and temporal redundancy. Results show that efficient compression can be achieved for this type of data.
IEEE Transactions on Image Processing, 2000
We propose a new coding technology for 3D video represented by multiple views and the respective depth maps. The proposed technology is demonstrated as an extension of the recently developed High Efficiency Video Coding (HEVC). One base view is compressed into a standard bitstream (like in HEVC). The remaining views and the depth maps are compressed using new coding tools that mostly rely on view synthesis. In the decoder, those views and the depth maps are derived via synthesis in the 3D space from the decoded base view and from data corresponding to small disoccluded regions. The shapes and locations of those disoccluded regions can be derived by the decoder without any side information transmitted. In order to achieve high compression efficiency, we propose several new tools like Depth-Based Motion Prediction, Joint High Frequency Layer Coding, Consistent Depth Representation and Nonlinear Depth Representation. The experiments show high compression efficiency of the proposed technology. The bitrate needed for transmission of even two side views with depth maps is mostly below 50% of the bitrate for a single-view video. Index Terms-3D video, coding, compression, MVD representation, HEVC, depth maps. Krzysztof Wegner received the M.Sc. degree from Poznań University of Technology in 2008. Currently he is working towards his Ph.D. there. He is co-author of several papers on free view television, depth estimation and view synthesis. His professional interests include video compression in multipoint view systems, depth estimation form stereoscopic images, view synthesis for free view television, face detection and recognition. He is involved in ISO standardization activities where he contributes to the development of the future 3D video coding standards. Jacek Konieczny received the M.Sc. and Ph.D. degrees from Poznań University of Technology, Poznań, Poland, in 2008 and 2013, respectively. He has been involved in several projects focused on multiview and 3D video coding. His research interests include representation and coding of multiview video scenes, free-viewpoint video, and 2-D and 3-D video-based rendering. He is involved in ISO standardization activities where he contributes to the development of the 3D video coding standard. Maciej Kurc received his M.Sc. (2008) from the Faculty of Electronics and Telecommunications, Poznań University of Technology, PL, where he currently is a Ph.D. student. His main areas of research are video compression and FPGA logic design. Jakub Siast received the M.Sc. degree (2009) from the Faculty of Electronics and Telecommunications, Poznań University of Technology, PL, where he is Ph.D. student. His current research interests include image processing and coding, developing of video coding algorithms, FPGA and microprocessor architecture design. Jakub Stankowski received the M.Sc. degree (2009) from the Faculty of Electronics and Telecommunications, Poznań University of Technology, PL, where he is a Ph.D. student. His current research interests include video compression, performance optimized video processing algorithms, software optimization techniques. Robert Ratajczak received the M.Sc. degree from the Faculty of Electronics and Telecommunications, Poznań University of Technology, PL, in 2010, where he is currently a Ph.D. student. His current research interests include stereoscopic images processing and coding, 3D surface reconstruction, object classification and detection. Tomasz Grajek received his M.Sc. and Ph.D. degrees from Poznań University of Technology in 2004 and 2010 respectively. At present he is an assistant at the Chair of Multimedia Telecommunications and Microelectronics.
2002
ABSTRACT In the field of compression, the type of 3D models traditionally considered is that of polygonal meshes, for which several efficient compression techniques have been proposed in the recent years. Nowadays, an increasing proportion of 3D models are created by a synthesis or modeling process, instead of captured from the real world. Such models are most often given as parametric surfaces, which have several advantages over polygonal meshes, such as resolution independence and a more compact representation.
3D video records dynamic 3D visual events as is. The application areas of 3D video include wide varieties of human activities. To promote these applications in our everyday life, a standardized compression scheme for 3D video is required. In this paper, we propose a practical and effective scheme for representing and compressing 3D video named skin-off, in which both the geometric and visual information are efficiently represented by cutting a 3D mesh and mapping it onto a 2D array. Our skin-off scheme shares much with geometry videos, proposed by Hoppe et al. However, while geometry videos employ the 3D surface shape information alone to generate 2D images, the skin-off scheme we are proposing employs both 3D shape and texture information to generate them. This enables us to achieve higher image quality with limited bandwidth. Experimental results demonstrate the effectiveness of the skin-off scheme.
2000
The paper presents a novel coding technique based on approximate geometry for images taken from arbitrary recording positions around a 3-D scene. Such data structures occur in image-based rendering applications, where many hundreds to thousands of images need to be stored and transmitted. After reconstructing and compressing the scene's approximate geometry, the 3-D model is used to infer disparity, occlusions and object silhouette, leading to improved prediction of images recorded from arbitrary angles. The images are hierarchically coded to ensure efficient exploitation of inter-image similarities. The coding scheme is capable of generating novel views by texturizing the available geometry model. The presented algorithm is validated using synthetic as well as natural image data sets, achieving up to 1000:1 compression at acceptable reconstruction quality.
2000
Three-dimensional (3-D) objects are often represented by geometric models in applications dealing with virtual reality, augmented reality, and cyberspace. Surface representations can provide an effective visualization of these objects. Polygonal models are the most prevalent type of surface representation. Recently, multiresolution representation (surface simplification) of polygonal models has been proposed to meet the requirements of easy manipulation, progressive transmission, effective visualization, and economical storage. Based on 3-D wavelet transforms, we propose a framework for multiresolution modeling, in which a surface in 3-D space is treated as an extension of an edge in 2-D space. In addition, we utilize a volumetric surface model which can be compressed simultaneously at multiple levels of detail (LODs). The compression efficiency of this framework is further improved by applying a lattice vector quantization and an arithmetic coding technique on the compact wavelet coefficients. This modeling framework can be easily integrated with object models obtained from volumetric implicit-surface representations of multiple range images or with models from volume data. Models constructed from real objects and synthetic objects have been used to demonstrate the compression efficiency of this wavelet-based framework.
IEEE Transactions on Circuits and Systems for Video Technology, 2004
This paper describes a new family of three-dimensional (3-D) representations for computer graphics and animation, called depth image-based representations (DIBR), which have been adopted into MPEG-4 Part16: Animation Framework eXtension (AFX). Idea of the approach is to build a compact and photorealistic representation of a 3-D object or scene without using polygonal mesh. Instead, images accompanied by depth values for each pixel are used. This type of representation allows us to build and render novel views of objects and scene with an interactive rate. There are many different methods for the image-based rendering with depths, and the DIBR format is designed to efficiently represent the information necessary for such methods. The main formats of the DIBR family are SimpleTexture (an image together with depth array), PointTexture (an image with multiple pixels along each line of sight), and OctreeImage (octree-like data structure together with a set of images containing viewport parameters). In order to store and transmit the DIBR object, we develop a compression algorithm and bitstream format for OctreeImage representation.
Русь, Литва, Орда в памятниках нумизматики и сфрагистики. Выпуск 12, 2023
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