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Progressive coding of 3D textured graphic model via joint mesh-texture optimization
Progressive coding of 3D textured graphic models using a joint mesh-texture optimization technique is investigated in this work. The mesh and texture data of a model are first fed into their respective compression modules to result in a series of levels of details. Then, for a given viewpoint, a rat...
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creator | Sheng Yang Meiyin Shen Kuo, C.C.J. |
description | Progressive coding of 3D textured graphic models using a joint mesh-texture optimization technique is investigated in this work. The mesh and texture data of a model are first fed into their respective compression modules to result in a series of levels of details. Then, for a given viewpoint, a rate-distortion surface is generated using these mesh and texture data. Afterwards, an optimal path over the rate-distortion surface is determined by the steepest descent algorithm. To achieve progressive transmission, the mesh and texture are transmitted in a certain ratio along the optimal path to provide the best visual quality for the given viewpoint. For further generalization, a layered sampling algorithm is proposed to deal with an arbitrary viewing angle. The performance of the proposed joint mesh-texture progressive coding algorithm is demonstrated by experimental results. |
doi_str_mv | 10.1109/ICASSP.2004.1327268 |
format | conference_proceeding |
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The performance of the proposed joint mesh-texture progressive coding algorithm is demonstrated by experimental results.</description><subject>Applied sciences</subject><subject>Bit rate</subject><subject>Coding, codes</subject><subject>Detection, estimation, filtering, equalization, prediction</subject><subject>Displays</subject><subject>Distortion measurement</subject><subject>Exact sciences and technology</subject><subject>Graphics</subject><subject>Image coding</subject><subject>Information, signal and communications theory</subject><subject>Mesh generation</subject><subject>Rate-distortion</subject><subject>Rendering (computer graphics)</subject><subject>Sampling methods</subject><subject>Sampling, quantization</subject><subject>Signal and communications theory</subject><subject>Signal, noise</subject><subject>Surface texture</subject><subject>Telecommunications and information theory</subject><issn>1520-6149</issn><issn>2379-190X</issn><isbn>9780780384842</isbn><isbn>0780384849</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2004</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><recordid>eNpFkMlqwzAURUUHaJrmC7LRpkunGmwNy5KOEGggWXQXNDwlCrFlLDe0_foaEihceIt7eBwuQlNKZpQS_fA-f1ytljNGSDmjnEkm1AUaMS51QTX5vEQTLRUZwlWpSnaFRrRipBC01DfoNuc9IUTJUo3QatmlbQc5xyNgl3xstjgFzJ9wD9_9VwcebzvT7qLDdfJwwMdo8D7Fpsc15F1xpnBq-1jHX9PH1Nyh62AOGSbnO0brl-f1_K1YfLwO5osiVqQqPHfBlFR7N9hbB2BCUE7rQU1SWymrveUcrPWy4swKI4gw1jNgThITLB-j-9Pb1mRnDqEzjYt503axNt3PhkoxbCWqgZueuAgA__VpNv4HMAFhQQ</recordid><startdate>2004</startdate><enddate>2004</enddate><creator>Sheng Yang</creator><creator>Meiyin Shen</creator><creator>Kuo, C.C.J.</creator><general>IEEE</general><scope>6IE</scope><scope>6IH</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIO</scope><scope>IQODW</scope></search><sort><creationdate>2004</creationdate><title>Progressive coding of 3D textured graphic model via joint mesh-texture optimization</title><author>Sheng Yang ; Meiyin Shen ; Kuo, C.C.J.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-i505-d3cfa419dc268bceeaff8c9900071b58b9db33ebbd7532b6a606abd2e2c70afb3</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2004</creationdate><topic>Applied sciences</topic><topic>Bit rate</topic><topic>Coding, codes</topic><topic>Detection, estimation, filtering, equalization, prediction</topic><topic>Displays</topic><topic>Distortion measurement</topic><topic>Exact sciences and technology</topic><topic>Graphics</topic><topic>Image coding</topic><topic>Information, signal and communications theory</topic><topic>Mesh generation</topic><topic>Rate-distortion</topic><topic>Rendering (computer graphics)</topic><topic>Sampling methods</topic><topic>Sampling, quantization</topic><topic>Signal and communications theory</topic><topic>Signal, noise</topic><topic>Surface texture</topic><topic>Telecommunications and information theory</topic><toplevel>online_resources</toplevel><creatorcontrib>Sheng Yang</creatorcontrib><creatorcontrib>Meiyin Shen</creatorcontrib><creatorcontrib>Kuo, C.C.J.</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan (POP) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE Xplore Digital Library</collection><collection>IEEE Proceedings Order Plans (POP) 1998-present</collection><collection>Pascal-Francis</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Sheng Yang</au><au>Meiyin Shen</au><au>Kuo, C.C.J.</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>Progressive coding of 3D textured graphic model via joint mesh-texture optimization</atitle><btitle>2004 IEEE International Conference on Acoustics, Speech, and Signal Processing</btitle><stitle>ICASSP</stitle><date>2004</date><risdate>2004</risdate><volume>5</volume><spage>V</spage><epage>945</epage><pages>V-945</pages><issn>1520-6149</issn><eissn>2379-190X</eissn><isbn>9780780384842</isbn><isbn>0780384849</isbn><abstract>Progressive coding of 3D textured graphic models using a joint mesh-texture optimization technique is investigated in this work. The mesh and texture data of a model are first fed into their respective compression modules to result in a series of levels of details. Then, for a given viewpoint, a rate-distortion surface is generated using these mesh and texture data. Afterwards, an optimal path over the rate-distortion surface is determined by the steepest descent algorithm. To achieve progressive transmission, the mesh and texture are transmitted in a certain ratio along the optimal path to provide the best visual quality for the given viewpoint. For further generalization, a layered sampling algorithm is proposed to deal with an arbitrary viewing angle. The performance of the proposed joint mesh-texture progressive coding algorithm is demonstrated by experimental results.</abstract><cop>Piscataway, N.J</cop><pub>IEEE</pub><doi>10.1109/ICASSP.2004.1327268</doi></addata></record> |
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ispartof | 2004 IEEE International Conference on Acoustics, Speech, and Signal Processing, 2004, Vol.5, p.V-945 |
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source | IEEE Electronic Library (IEL) Conference Proceedings |
subjects | Applied sciences Bit rate Coding, codes Detection, estimation, filtering, equalization, prediction Displays Distortion measurement Exact sciences and technology Graphics Image coding Information, signal and communications theory Mesh generation Rate-distortion Rendering (computer graphics) Sampling methods Sampling, quantization Signal and communications theory Signal, noise Surface texture Telecommunications and information theory |
title | Progressive coding of 3D textured graphic model via joint mesh-texture optimization |
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