Wavelet-Based Geometry Coding for Three Dimensional Mesh Using Space Frequency Quantization
Abstract
Problem statement: Recently, 3D objects have been used in several applications like internet games, virtual reality and scientific visualization. These applications require real time rendering and fast transmission of large objects through internet. However, due to limitation of bandwidth, the compression and streaming of 3D object is still an open research problem. Approach: Novel procedure for compression and coding of 3-Dimensional (3-D) semi-regular meshes using wavelet transform had been introduced. This procedure was based on Space Frequency Quantization (SFQ) which was used to minimize distortion error of reconstructed mesh for a different bit-rate constraint. Results: Experimental results had been carried out over five datasets with different mesh intense and irregularity. Results were evaluated by using the peak signal to noise ratio as an error measurement. Experiments showed that 3D SFQ code over performs Progressive Geometry Coder (PGC) in terms of quality of compressed meshes. Conclusion: A pure 3D geometry coding algorithm based on wavelet had been introduced. Proposed procedure showed its superiority over the state of art coding techniques. Moreover, bit-stream can be truncated at any point and still decode reasonable visual quality meshes.
DOI: https://doi.org/10.3844/jcssp.2009.564.572
Copyright: © 2009 Shymaa T. El-Leithy and Walaa M. Sheta. This is an open access article distributed under the terms of the
Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
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Keywords
- Compression
- 3D geometry coding
- wavelet
- 3D space frequency quantization
- ratedistortion sense