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Mesh coding: Application to texture and scalable 3D scene coding

Codage de maillages: application au codage de textures et de scènes 3D

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Abstract

This article examines the problem of 3D scalable mesh and texture coding. The triangular mesh topology is encoded by an edge-based conquest strategy, while positions are encoded using a multiple prediction method associated with an adaptive arithmetic coder. Moreover, scalability is obtained on the positions via a bitplane coding technique, adapted to float numbers. Then, texture is approximated by a hybrid technique mixing affine interpolation and discrete cosinus transform applied to the triangles of a hierarchical nested mesh.

Résumé

Cet article examine le problème de la compression de textures et de maillages 3D. La topologie des maillages triangulaires est compressée par une méthode de conquête d’arêtes exploitant les valences des sommets, tandis que les positions des sommets sont codées par une méthode de prédiction multiple associée à un codeur arithmétique. La scalabilité est alors obtenue sur les positions via une version adaptée aux nombres flottants du codage par plans de bits. La texture appliquée au maillage 3D est quant à elle approximée par une technique hybride combinant interpolation affine et transformée DCT sur les triangles d’un modèle de maillage hiérarchique emboité.

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Correspondence to Pierre Alliez, Nathalie Laurent or Patrick Lechat.

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Alliez, P., Laurent, N. & Lechat, P. Mesh coding: Application to texture and scalable 3D scene coding. Ann. Télécommun. 55, 117–130 (2000). https://doi.org/10.1007/BF03001905

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