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Debarati Kundu Poster v3
Debarati Kundu Poster v3
Debarati Kundu Poster v3
Motivation Aim 1: Static 3D Mesh Compression Aim 2: Visual Quality Assessment of Textured Meshes
Sources of 3D data Represented by triangular meshes Texture produces masking effects on geometry distortions
• PAST: Animation studios • Geometry data: Position of n vertices
• NOW: Kinect, mobile stereo, LIDAR, etc. • Connectivity data: How vertices are joined
• Texture data
Complexity: O(log n) computation and O(n4) storage Masking of surface geometry artifacts due to Masking of surface geometry artifacts due to
same spatial frequency of texture image same orientation of texture image
• Used for terrain rendering (OpenGL and Direct3D) Goal: Develop first perceptual measure to quantify distortions of dynamic
meshes of arbitrary connectivity without projecting to 2D
Conclusion
• Compression of 3D static and dynamic meshes result in better rendering of
• 6.7% annual growth rate to $86.1B (est.) by 2016 scenes having same visual quality at lower data rates
• Biggest growth: massively multiplayer online games • Texture compressed separately by image • Perceptual quality evaluation leads to better benchmarking of mesh
• 50% of users play exclusively on smartphones compression (JPEG, JPEG 2000) geometry and texture processing algorithms
• 66% of money on Apple & Android Apps for gaming • Joint geometry texture compression leads to better • Better understanding of psycho-visual phenomenon of shape perception
compression ratios