Letteratura scientifica selezionata sul tema "3D geometry compression"

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Articoli di riviste sul tema "3D geometry compression":

1

Gao, Yuan, Zhiqiang Wang e Jin Wen. "A Method for Generating Geometric Image Sequences for Non-Isomorphic 3D-Mesh Sequence Compression". Electronics 12, n. 16 (16 agosto 2023): 3473. http://dx.doi.org/10.3390/electronics12163473.

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As virtual reality and 3D-modeling technology continue to advance, the amount of digital geometric media data is growing at an explosive rate. For example, 3D meshes, an important type of digital geometric media, can precisely record geometric information on a model’s surface. However, as the complexity and precision of 3D meshes increase, it becomes more challenging to store and transmit them. The traditional method of compressing non-isomorphic 3D-mesh sequences through frame-by-frame compression is inefficient and destroys the inter-frame correlations of the sequences. To tackle these issues, this study investigates the generation of time-dependent geometric image sequences for compressing non-isomorphic 3D-mesh sequences. Two methods are proposed for generating such sequences: one through image registration and the other through parametrization-geometry cooperative registration. Based on the experimental compression results of the video-coding algorithms, it was observed that the proposed geometric image-sequence-generation method offers superior objective and subjective qualities, as compared to the traditional method.
2

Guéziec, André, e Gabriel Taubin. "Multi-Resolution Modeling and 3D Geometry Compression". Computational Geometry 14, n. 1-3 (novembre 1999): 1–3. http://dx.doi.org/10.1016/s0925-7721(99)00033-4.

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Finley, Matthew G., e Tyler Bell. "Depth range reduction for 3D range geometry compression". Optics and Lasers in Engineering 138 (marzo 2021): 106457. http://dx.doi.org/10.1016/j.optlaseng.2020.106457.

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Huang, Tianxin, Jiangning Zhang, Jun Chen, Zhonggan Ding, Ying Tai, Zhenyu Zhang, Chengjie Wang e Yong Liu. "3QNet". ACM Transactions on Graphics 41, n. 6 (30 novembre 2022): 1–13. http://dx.doi.org/10.1145/3550454.3555481.

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Since the development of 3D applications, the point cloud, as a spatial description easily acquired by sensors, has been widely used in multiple areas such as SLAM and 3D reconstruction. Point Cloud Compression (PCC) has also attracted more attention as a primary step before point cloud transferring and saving, where the geometry compression is an important component of PCC to compress the points geometrical structures. However, existing non-learning-based geometry compression methods are often limited by manually pre-defined compression rules. Though learning-based compression methods can significantly improve the algorithm performances by learning compression rules from data, they still have some defects. Voxel-based compression networks introduce precision errors due to the voxelized operations, while point-based methods may have relatively weak robustness and are mainly designed for sparse point clouds. In this work, we propose a novel learning-based point cloud compression framework named 3D Point Cloud Geometry Quantiation Compression Network (3QNet), which overcomes the robustness limitation of existing point-based methods and can handle dense points. By learning a codebook including common structural features from simple and sparse shapes, 3QNet can efficiently deal with multiple kinds of point clouds. According to experiments on object models, indoor scenes, and outdoor scans, 3QNet can achieve better compression performances than many representative methods.
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Finley, Matthew G., e Tyler Bell. "Two-Channel 3D Range Geometry Compression with Virtual Plane Encoding". Electronic Imaging 2021, n. 18 (18 gennaio 2021): 61–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.18.3dia-061.

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Modern computing and imaging technologies have allowed for many recent advances to be made in the field of 3D range imaging: range data can now be acquired at speeds much faster than real-time, with sub-millimeter precision. However, these benefits come at the cost of an increased quantity of data being generated by 3D range imaging systems, potentially limiting the number of applications that can take advantage of this technology. One common approach to the compression of 3D range data is to encode it within the three color channels of a traditional 24-bit RGB image. This paper presents a novel method for the modification and compression of 3D range data such that the original depth information can be stored within, and recovered from, only two channels of a traditional 2D RGB image. Storage within a traditional image format allows for further compression to be realized via lossless or lossy image compression techniques. For example, when JPEG 80 was used to store the encoded output image, this method was able to achieve an 18.2% reduction in file size when compared to a similar three-channel, image-base compression method, with only a corresponding 0.17% reduction in global reconstruction accuracy.
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Zhuang, Lehui, Jin Tian, Yujin Zhang e Zhijun Fang. "Variable Rate Point Cloud Geometry Compression Method". Sensors 23, n. 12 (9 giugno 2023): 5474. http://dx.doi.org/10.3390/s23125474.

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With the development of 3D sensors technology, 3D point cloud is widely used in industrial scenes due to their high accuracy, which promotes the development of point cloud compression technology. Learned point cloud compression has attracted much attention for its excellent rate distortion performance. However, there is a one-to-one correspondence between the model and the compression rate in these methods. To achieve compression at different rates, a large number of models need to be trained, which increases the training time and storage space. To address this problem, a variable rate point cloud compression method is proposed, which enables the adjustment of the compression rate by the hyperparameter in a single model. To address the narrow rate range problem that occurs when the traditional rate distortion loss is jointly optimized for variable rate models, a rate expansion method based on contrastive learning is proposed to expands the bit rate range of the model. To improve the visualization effect of the reconstructed point cloud, a boundary learning method is introduced to improve the classification ability of the boundary points through boundary optimization and enhance the overall model performance. The experimental results show that the proposed method achieves variable rate compression with a large bit rate range while ensuring the model performance. The proposed method outperforms G-PCC, achieving more than 70% BD-Rate against G-PCC, and performs about, as well as the learned methods at high bit rates.
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Schwartz, Broderick S., e Tyler Bell. "Downsampled depth encoding for enhanced 3D range geometry compression". Applied Optics 61, n. 6 (17 febbraio 2022): 1559. http://dx.doi.org/10.1364/ao.445800.

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Liu, Yongkui, Lijun He, Pengjie Wang, Linghua Li e Borut Žalik. "Lossless Geometry Compression Through Changing 3D Coordinates into 1D". International Journal of Advanced Robotic Systems 10, n. 8 (gennaio 2013): 308. http://dx.doi.org/10.5772/56657.

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Finley, Matthew G., e Tyler Bell. "Variable Precision Depth Encoding for 3D Range Geometry Compression". Electronic Imaging 2020, n. 17 (26 gennaio 2020): 34–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.17.3dmp-034.

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This paper presents a novel method for accurately encoding 3D range geometry within the color channels of a 2D RGB image that allows the encoding frequency—and therefore the encoding precision—to be uniquely determined for each coordinate. The proposed method can thus be used to balance between encoding precision and file size by encoding geometry along a normal distribution; encoding more precisely where the density of data is high and less precisely where the density is low. Alternative distributions may be followed to produce encodings optimized for specific applications. In general, the nature of the proposed encoding method is such that the precision of each point can be freely controlled or derived from an arbitrary distribution, ideally enabling this method for use within a wide range of applications.
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Finley, Matthew G., Jacob Y. Nishimura e Tyler Bell. "Variable precision depth encoding for 3D range geometry compression". Applied Optics 59, n. 17 (10 giugno 2020): 5290. http://dx.doi.org/10.1364/ao.389913.

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Tesi sul tema "3D geometry compression":

1

Cao, Chao. "Compression d'objets 3D représentés par nuages de points". Electronic Thesis or Diss., Institut polytechnique de Paris, 2021. http://www.theses.fr/2021IPPAS015.

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Avec la croissance rapide du contenu multimédia, les objets 3D deviennent de plus en plus populaires. Ils sont généralement modélisés sous forme de maillages polygonaux complexes ou de nuages de points 3D denses, offrant des expériences immersives dans différentes applications multimédias industrielles et grand public. La représentation par nuages de points, plus facile à acquérir que les maillages, a suscité ces dernières année un intérêt croissant tant dans le monde académique que commercial. Un nuage de points est par définition un ensemble de points définissant la géométrie de l’objet et les attributs associés (couleurs, textures, les propriétés des matériaux, etc.). Le nombre de points dans un nuage de points peut aller d'un millier, pour représenter des objets relativement simples, jusqu'à des milliards pour représenter de manière réaliste des scènes 3D complexes. Ces énormes quantités de données posent de grands défis liés à la transmission, au traitement et au stockage des nuages de points 3D. Ces dernières années, de nombreux travaux ont été dédiés principalement à la compression de maillages, tandis qu’un nombre plus réduit de techniques s’attaquent à la problématique de compression de nuages de points 3D. L’état de l’art fait ressortir deux grandes familles approches principales: une première purement géométrique, fondée sur une décomposition en octree et une seconde hybride, exploitant à la fois la projection multi-vues de la géométrie et le codage vidéo. La première approche permet de préserver une information de géométrie 3D précise mais contient une faible cohérence temporelle. La seconde permet de supprimer efficacement la redondance temporelle mais est pénalisé par une diminution de la précision géométrique, liée au processus de projection 3D/2D. Ainsi, le compromis entre efficacité de compression et précision des objets reconstruit doit être optimisé. Premièrement, une segmentation adaptative par octree a été proposée pour regrouper les points avec différentes amplitudes de mouvement dans des cubes 3D. Ensuite, une estimation de mouvement est appliquée à ces cubes en utilisant une transformation affine. Des gains en termes de performances de distorsion de débit (RD) ont été observés dans des séquences avec des amplitudes de mouvement plus faibles. Cependant, le coût de construction d'un octree pour le nuage de points dense reste élevé tandis que les structures d'octree résultantes contiennent une mauvaise cohérence temporelle pour les séquences avec des amplitudes de mouvement plus élevées. Une structure anatomique a ensuite été proposée pour modéliser le mouvement de manière intrinsèque. À l'aide d'outils d'estimation de pose 2D, le mouvement est estimé à partir de 14 segments anatomiques à l'aide d'une transformation affine. De plus, nous avons proposé une nouvelle solution pour la prédiction des couleurs et discuté du codage des résidus de la prédiction. Il est montré qu'au lieu de coder des informations de texture redondantes, il est plus intéressant de coder les résidus, ce qui a entraîné une meilleure performance RD. Les différentes approches proposées ont permis d’améliorer les performances des modèles de test V-PCC. Toutefois, la compression temporelle de nuages de points 3D dynamiques reste une tâche complexe et difficile. Ainsi, en raison des limites de la technologie d'acquisition actuelle, les nuages acquis peuvent être bruyants à la fois dans les domaines de la géométrie et des attributs, ce qui rend difficile l'obtention d'une estimation précise du mouvement. Dans les études futures, les technologies utilisées pour les maillages 3D pourraient être exploitées et adaptées au cas des nuages de points non-structurés pour fournir des informations de connectivité cohérentes dans le temps
With the rapid growth of multimedia content, 3D objects are becoming more and more popular. Most of the time, they are modeled as complex polygonal meshes or dense point clouds, providing immersive experiences in different industrial and consumer multimedia applications. The point cloud, which is easier to acquire than mesh and is widely applicable, has raised many interests in both the academic and commercial worlds.A point cloud is a set of points with different properties such as their geometrical locations and the associated attributes (e.g., color, material properties, etc.). The number of the points within a point cloud can range from a thousand, to constitute simple 3D objects, up to billions, to realistically represent complex 3D scenes. Such huge amounts of data bring great technological challenges in terms of transmission, processing, and storage of point clouds.In recent years, numerous research works focused their efforts on the compression of meshes, while less was addressed for point clouds. We have identified two main approaches in the literature: a purely geometric one based on octree decomposition, and a hybrid one based on both geometry and video coding. The first approach can provide accurate 3D geometry information but contains weak temporal consistency. The second one can efficiently remove the temporal redundancy yet a decrease of geometrical precision can be observed after the projection. Thus, the tradeoff between compression efficiency and accurate prediction needs to be optimized.We focused on exploring the temporal correlations between dynamic dense point clouds. We proposed different approaches to improve the compression performance of the MPEG (Moving Picture Experts Group) V-PCC (Video-based Point Cloud Compression) test model, which provides state-of-the-art compression on dynamic dense point clouds.First, an octree-based adaptive segmentation is proposed to cluster the points with different motion amplitudes into 3D cubes. Then, motion estimation is applied to these cubes using affine transformation. Gains in terms of rate-distortion (RD) performance have been observed in sequences with relatively low motion amplitudes. However, the cost of building an octree for the dense point cloud remains expensive while the resulting octree structures contain poor temporal consistency for the sequences with higher motion amplitudes.An anatomical structure is then proposed to model the motion of the point clouds representing humanoids more inherently. With the help of 2D pose estimation tools, the motion is estimated from 14 anatomical segments using affine transformation.Moreover, we propose a novel solution for color prediction and discuss the residual coding from prediction. It is shown that instead of encoding redundant texture information, it is more valuable to code the residuals, which leads to a better RD performance.Although our contributions have improved the performances of the V-PCC test models, the temporal compression of dynamic point clouds remains a highly challenging task. Due to the limitations of the current acquisition technology, the acquired point clouds can be noisy in both geometry and attribute domains, which makes it challenging to achieve accurate motion estimation. In future studies, the technologies used for 3D meshes may be exploited and adapted to provide temporal-consistent connectivity information between dynamic 3D point clouds
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Dang, Quoc Viet. "Similarités dans des Modèles BRep Paramétriques : Détection et Applications". Phd thesis, Toulouse, INPT, 2014. http://oatao.univ-toulouse.fr/12154/1/Dang_quoc_viet.pdf.

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Dans cette thèse, nous identifions et exploitons des similarités partielles dans des objets 3D pour répondre à des besoins courants du domaine de la Conception Assistée par Ordinateur (CAO). De nouvelles méthodes sont introduites, d'une part pour détecter les similarités partielles, d'autre part pour utiliser ces similarités dans des applications spécifiques telles que l'édition de forme, la compression et l'indexation d'objets 3D. Grâce au développement des applications de la modélisation géométrique, ces modèles sont de plus en plus nombreux et sont disponibles à travers plusieurs modalités. Pour augmenter la productivité dans la création de tels objets virtuels, la réutilisation et l'adaptation des modèles existants est un choix prioritaire. Cela exige donc des méthodes facilitant le stockage, la recherche et l'exploitation de ces modèles. Heureusement, les similarités dans des objets 3D est un phénomène fréquent. De nombreux objets sont composés de parties similaires à une rotation, à une translation ou à une symétrie près. De ce fait, la détection des similarités partielles dans ces modèles est capable de répondre aux problématiques courantes : la taille du stockage est réduite en conservant seulement une partie au lieu de toutes les parties répétées d'un modèle; l'indexation des modèles 3D requiert a priori l'orientation canonique des modèles. Or, la symétrie dans un objet 3D est toujours une référence d'orientation cohérente avec la perception humaine. Nous utilisons donc la symétrie partielle pour aligner ces modèles et ainsi renforcer la robustesse des méthodes d'indexation. Dans un premier temps, nous introduisons une approche similaire à la Transformée de Hough pour détecter des similarités partielles dans des modèles BRep-NURBS. Cette approche identifie non seulement les parties similaires mais aussi les transformations qui les lient. À travers la classification des isométries dans l'analyse des transformations, notre approche peut distinguer la nature de transformation liant des parties similaires d'un modèle, c'est-à-dire, les parties similaires à une rotation, à une translation ou à une symétrie près. Dans le deuxième temps, nous proposons deux applications héritées directement des résultats obtenus par la détection. Tout d'abord, pour la compression, un modèle se transforme en un graphe de similarités d'où les faces principales à conserver sont sélectionnées dans la structure compressée. Ensuite, pour l'orientation, le plan de la symétrie dominante et la projection orthographique d'un modèle autour de ce plan permettent de définir un repère canonique pour aligner ce modèle.
3

Song, Mengli. "Effectiveness of steel bars in reinforced masonry walls under concentric compression". Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/132724/1/Mengli_Song_Thesis.pdf.

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This PhD thesis aims at developing an economical and safe reinforced masonry structural walling system suitable for usage in the heavily loaded lower stories of the multi-storeyed residential or commercial buildings. Through a systematic experimental investigation of more than 50 walls and a finite element modelling incorporating material and geometric nonlinearities, design formulae have been developed and incorporated in the Australian Masonry Design Standard AS3700 (2018). With this significant contribution, the outcomes of this PhD thesis can address some of the recent problems of huge societal costs involving cracked walls in several residential apartments in Australia.
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Lo, Kun-Sung, e 羅坤松. "A Study on Real Time Compression for 3D Geometry Objects". Thesis, 1999. http://ndltd.ncl.edu.tw/handle/33121192704752829269.

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碩士
中原大學
資訊工程學系
87
Recently, the applications for the combination of virtual reality and multimedia technique are popular, such as the architectural walkthroughs. For these 3D (three dimension) geometry objects, they almost are large datasets. However, the performance of transmission is not satisfactory due to the limitation of bandwidth of current networks. In addition, the real-time graphics hardware is facing a large memory bus bandwidth bottleneck in which the amount of 3D geometry objects cannot be sent fast enough to the graphics pipeline interface. Base on the above reasons, if these geometry objects can be transmitted on networks in compressed format, the transmission time will be reduced greatly. Similarly, the geometry object can be stored in main memory in compressed format. Upon rendering in graphics pipeline interface, the compressed geometry data is sent to the rendering hardware for real-time decompression using an efficient hardware decompressor. Although the geometry compression/decompression technique can solve the memory bus bandwidth bottleneck, the proof of run time is important in real-time qualification. The idea of our algorithm is that one edge can connect to two new vertices to form two contiguous triangles. Furthermore, the idea of homocentric circle is added and these triangles of geometry objects can be represented by the binary tree structure. We can encode the binary tree to linear structure moderately. Such solutions can record the triangle information completely, and less storage space is needed on main memory. We only need a queue to perform the compression and decompression operations. The processes are fast enough for real-time applications. We present the geometry compression/decompression algorithm that has better compression ratios and run time than local meshify algorithm. We have tried our optimized geometry compressor on several datasets. It achieves compression ratios of 12 to 15 times over binary encoded triangle strips. Some geometry objects can achieve up to 18. The Run time of compression operation likes decompression operation, and is fast. Because the compression/decompression algorithm is very simple and less storage space is needed on main memory. These benefits allow a real-time hardware realization of compression/decompression algorithm.

Capitoli di libri sul tema "3D geometry compression":

1

Rossignac, Jarek. "Surface simplification and 3D geometry compression". In Handbook of Discrete and Computational Geometry, Second Edition. Chapman and Hall/CRC, 2004. http://dx.doi.org/10.1201/9781420035315.ch54.

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"Surface simplification and 3D geometry compression". In Handbook of Discrete and Computational Geometry, Second Edition, 1202–33. Chapman and Hall/CRC, 2004. http://dx.doi.org/10.1201/9781420035315-54.

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Morales, Edith Obregón, José de Jesús Pérez Bueno, Juan Carlos Moctezuma Esparza, Diego Marroquín García, Arturo Trejo Pérez, Roberto Carlos Flores Romero, Juan Manuel Olivares Ramírez et al. "3D Scanning and Simulation of a Hybrid Refrigerator Using Photovoltaic Energy". In Encyclopedia of Information Science and Technology, Fourth Edition, 1277–96. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2255-3.ch110.

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In this chapter, a methodology that starts from the measurement and recording of real prototype geometries up to simulations to evaluate parameters, improvements or performance under various conditions is proposed. Here it is presented a case study of a solar powered refrigerator with storage capacity for 50 kg of fruit. The refrigerator comprises two systems, vapor-compression and Peltier. The methodology consisted in acquiring by a 3D laser scanner or Coordinate Measuring Machine (CMM) and in some small complex items using a 3D photogrammetry scanner. These data were transferred first as a CAD or SolidWorks® geometry and subsequently transferred to domains geometry useful for ANSYS or COMSOL simulation software. These models with high-resolution brings the simulations closer to real prototypes. As a source of direct information from the prototypes, thermal images obtained using a thermographic camera were taken. Also, wireless sensors were installed for temperature and humidity monitoring. The analyses of the energy efficiencies of both prototypes were performed.
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Morales, Edith Obregón, José de Jesús Pérez Bueno, Juan Carlos Moctezuma Esparza, Diego Marroquín García, Arturo Trejo Pérez, Roberto Carlos Flores Romero, Juan Manuel Olivares Ramírez et al. "3D Scanning and Simulation of a Hybrid Refrigerator Using Photovoltaic Energy". In Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction, 312–36. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7368-5.ch024.

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In this chapter, a methodology that starts from the measurement and recording of real prototype geometries up to simulations to evaluate parameters, improvements, or performance under various conditions is proposed. Here a case study of a solar powered refrigerator with storage capacity for 50 kg of fruit is presented. The refrigerator comprises two systems: vapor-compression and Peltier. The methodology consisted in acquiring by a 3D laser scanner or coordinate measuring machine (CMM) and in some small complex items using a 3D photogrammetry scanner. These data were transferred first as a CAD or SolidWorks® geometry and subsequently transferred to domains geometry useful for ANSYS or COMSOL simulation software. These models with high-resolution brings the simulations closer to real prototypes. As a source of direct information from the prototypes, thermal images obtained using a thermographic camera were taken. Also, wireless sensors were installed for temperature and humidity monitoring. The analyses of the energy efficiencies of both prototypes were performed.
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Zinger, S., L. Do, P. H. N. de With, G. Petrovic e Y. Morvan. "Free-Viewpoint 3DTV". In Multimedia Networking and Coding, 235–53. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2660-7.ch009.

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Free-ViewPoint (FVP) interpolation allows creating a new view between the existing reference views. Applied to 3D multi-view video sequences, it leads to two important applications: (1) FVP service provided to the user, which enables the possibility to interactively select the viewing point of the scene; (2) improved compression of multi-view video sequences by using view prediction for inter-view coding. In this chapter, the authors provide an overview of the essential steps for 3D free-view video communication, which consists of the free-viewpoint interpolation techniques, a concept for free-view coding and a scalable free-view video streaming architecture. For facilitating free-view to the user, the chapter introduces the free-viewpoint interpolation techniques and the concept of warping. The authors assume that 3D video is represented by texture and depth images available for each view. Therefore it is possible to apply Depth Image Based Rendering (DIBR), which uses the depth signal as a important cue for geometry information and 3D reconstruction. Authors analyze the involved interpolation problems, such as cracks, ghost contours and disocclusions, which arise from an FVP interpolation and propose several solutions to improve the image quality of the synthesized view. Afterwards, they present a standard approach to FVP rendering used currently by the research community and our FVP interpolation. Additionally, authors show the use of FVP rendering for the multi-view coding and streaming and discuss the gains and trade-offs of it. At the end of the chapter are the state-of-the-art achievements and challenges of FVP rendering and a vision concerning the development of free-viewpoint services.
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Wu, Fan, Emmanuel Agu, Clifford Lindsay e Chung-han Chen. "UbiWave". In Handheld Computing for Mobile Commerce, 124–79. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-761-9.ch008.

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Advances in ubiquitous displays and wireless communications have fueled the emergence of exciting mobile graphics applications including 3D virtual product catalogs, 3D maps, security monitoring systems and mobile games. Current trends that use cameras to capture geometry, material re?ectance and other graphics elements mean that very high resolution inputs are accessible to render extremely photorealistic scenes. However, captured graphics content can be many gigabytes in size, and must be simpli?ed before they can be used on small mobile devices, which have limited resources, such as memory, screen size and battery energy. Scaling and converting graphics content to a suitable rendering format involves running several software tools, and selecting the best resolution for target mobile device is often done by trial and error, which all takes time. Wireless errors can also affect transmitted content and aggressive compression is needed for low-bandwidth wireless networks. Most rendering algorithms are currently optimized for visual realism and speed, but are not resource or energy ef?cient on a mobile device. This chapter focuses on the improvement of rendering performance by reducing the impacts of these problems with UbiWave, an end-to-end framework to enable real time mobile access to high resolution graphics using wavelets. The framework tackles the issues including simpli?cation, transmission, and resource ef?cient rendering of graphics content on mobile device based on wavelets by utilizing 1) a Perceptual Error Metric (PoI) for automatically computing the best resolution of graphics content for a given mobile display to eliminate guesswork and save resources, 2) Unequal Error Protection (UEP) to improve the resilience to wireless errors, 3) an Energy-ef?cient Adaptive Real-time Rendering (EARR) heuristic to balance energy consumption, rendering speed and image quality and 4) an Energy-ef?cient Streaming Technique. The results facilitate a new class of mobile graphics application which can gracefully adapt the lowest acceptable rendering resolution to the wireless network conditions and the availability of resources and battery energy on mobile device adaptively.
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Raffik, R., Raghavan Santhanam, Chamandeep Kaur, S. Seenivasan e K. Somasundaram. "An Overview of 3D Printing (Additive Manufacturing in Powder-Based Methods) Materials, Methods, Mechanical Properties, and Applications". In Handbook of Research on Advanced Functional Materials for Orthopedic Applications, 14–28. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-7412-9.ch002.

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The multi-component alloys with special technique of additive manufacturing or 3D printing creates the novel material to enhance the mechanical characteristics, excellent formability, and maximum potency. Because these techniques were able to compose the layer-by-layer process with various materials like titanium, nickel alloys, and aluminium matrix materials, for creating the complex based geometry shapes, this additive technique recreates the material with layer-by-layer on the substrate with the help of powder materials with selected process parameters. The selected materials of additive manufacturing possess oxidation performances, creep resistances, high hardness, hydrogen properties, compressive strength, and tensile strength are in maximum level, and the post-heat treatments are well built on the substrate layers. Therefore, this chapter was utilized to identify the correctness of manufacturing procedures, selection of materials, and application-oriented areas.

Atti di convegni sul tema "3D geometry compression":

1

Das, Sanjib, e P. K. Bora. "Object-based Compression of 3D Animation Geometry". In 2018 International Conference on Signal Processing and Communications (SPCOM). IEEE, 2018. http://dx.doi.org/10.1109/spcom.2018.8724431.

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Huang, Tianxin, e Yong Liu. "3D Point Cloud Geometry Compression on Deep Learning". In MM '19: The 27th ACM International Conference on Multimedia. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3343031.3351061.

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3

Zhang, Song. "Recent research on high-resolution 3D range geometry compression". In Dimensional Optical Metrology and Inspection for Practical Applications VII, a cura di Song Zhang e Kevin G. Harding. SPIE, 2018. http://dx.doi.org/10.1117/12.2309575.

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Payan, Frederic, e Marc Antonini. "Weighted bit allocation for multiresolution 3D mesh geometry compression". In Visual Communications and Image Processing 2003, a cura di Touradj Ebrahimi e Thomas Sikora. SPIE, 2003. http://dx.doi.org/10.1117/12.503099.

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Nguyen, Dat Thanh, Maurice Quach, Giuseppe Valenzise e Pierre Duhamel. "Learning-Based Lossless Compression of 3D Point Cloud Geometry". In ICASSP 2021 - 2021 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP). IEEE, 2021. http://dx.doi.org/10.1109/icassp39728.2021.9414763.

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Xu, Jiacheng, Zhijun Fang, Yongbin Gao, Siwei Ma, Yaochu Jin, Heng Zhou e Anjie Wang. "Point AE-DCGAN: A deep learning model for 3D point cloud lossy geometry compression". In 2021 Data Compression Conference (DCC). IEEE, 2021. http://dx.doi.org/10.1109/dcc50243.2021.00085.

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7

Zou, Wenjie, Haidi Huang, Anthony Trioux e Fuzheng Yang. "An efficient video-based geometry compression system for 3D meshes". In 2023 IEEE International Conference on Visual Communications and Image Processing (VCIP). IEEE, 2023. http://dx.doi.org/10.1109/vcip59821.2023.10402678.

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Dekkar, Malic, e Yan Wang. "A Dynamic 3D Geometry Compression Scheme Based on the Lifted Wavelet Transform". In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-35628.

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Abstract (sommario):
In distributed environments, efficient visual information sharing is critical for effective communication in real-time engineering collaboration. Methods of geometry compression are needed for high-volume geometry data distribution over networks with limited bandwidths and heterogeneous storage capacities. In this paper, a new compression scheme for time-varying 3D geometry is introduced to support engineering and scientific visualization while showing potential for the audiovisual presentation and entertainment fields. This hybrid approach allows geometric and topological information to be uniformly encoded as volume grid values then compressed based on the lifted wavelet transform. The compression ratio is significantly increased without compromising surface quality due to rescaling and integer-to-integer lifting. This approach also allows for scalability in terms of additional data streams such as color, audio, and other types of concurrent data necessary for the desired customization of this method.
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Bidgoli, Navid Mahmoudian, Thomas Maugey, Aline Roumy, Fatemeh Nasiri e Frederic Payan. "A geometry-aware compression of 3D mesh texture with random access". In 2019 Picture Coding Symposium (PCS). IEEE, 2019. http://dx.doi.org/10.1109/pcs48520.2019.8954519.

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Boulfani-Cuisinaud, Yasmine, e Marc Antonini. "Motion-Based Geometry Compensation for DWT Compression of 3D mesh Sequences". In 2007 IEEE International Conference on Image Processing. IEEE, 2007. http://dx.doi.org/10.1109/icip.2007.4378930.

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Rapporti di organizzazioni sul tema "3D geometry compression":

1

LOW-TEMPERATURE COMPRESSION BEHAVIOUR OF CIRCULAR STUB STAINLESS-STEEL TUBULAR COLUMNS. The Hong Kong Institute of Steel Construction, settembre 2022. http://dx.doi.org/10.18057/ijasc.2022.18.3.4.

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Abstract (sommario):
This paper firstly studies mechanical properties of stainless steel (SS) S30408 at the low temperature (T) range of -80~20℃. Further compression tests are carried out on 20 SS stub tubular columns (SSSTCs) at low temperatures of -80, -60, -30, and 20℃ to investigate their low-temperature compression behaviour. Including the testing low temperatures, the wall thickness of SS tube (t) is the other investigated parameters. Test results show that decreasing the T from 20 to -80℃ improves the yield and ultimate strength of stainless steel by 29% and 80%, respectively, but reduces its ductility by about 25%. Under low-temperature compression, elephant foot local buckling occurs to most of SSSTCs and inelastic inward and outward local buckling occurred to specimens with 6 mm-thick SS tube. Test results also show that the decreasing T value increases the strength and stiffness of SSSTCs, but compromises their ductility; the wall thickness of SSSTCs significantly improves their strength, stiffness, and ductility. This paper also develops 3D finite element model (FEM) to estimate the low-temperature compression behaviour of SSSTCs, which considers nonlinearities of material and geometry, geometric imperfections, and influences of low temperatures. The validations show it predicts reasonably well the low-temperature compression behaviours of SSSTCs.

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