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Fast Depth Map Compression and Meshing with Compressed Tritree

机译:快速深度地图压缩和带压缩三分之道的啮合

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We propose in this paper a new method based on binary space partitions to simultaneously mesh and compress a depth map. The method divides the map adaptively into a mesh that has the form of a binary triangular tree (tritree). The nodes of the mesh are the sparse non-uniform samples of the depth map and are able to interpolate the other pixels with minimal error. We apply differential coding after that to represent the sparse disparities at the mesh nodes. We then use entropy coding to compress the encoded disparities. We finally benefit from the binary tree and compress the mesh via binary tree coding to condense its representation. The results we obtained on various depth images show that the proposed scheme leads to lower depth error rate at higher compression ratios when compared to standard compression techniques like JPEG 2000. Moreover, using our method, a depth map is represented with a compressed adaptive mesh that can be directly applied to render the 3D scene.
机译:我们在本文中提出了一种基于二进制空间分区的新方法,同时网格并压缩深度图。该方法自适应地将地图分成具有二进制三角形树(三硝基)形式的网格。网格的节点是深度图的稀疏非均匀样本,并且能够以最小的误差内插另一像素。在此之后应用差分编码以表示网状节点处的稀疏差异。然后,我们使用熵编码来压缩编码的差异。我们最终从二叉树中受益,并通过二进制树编码压缩网格,以冷凝其表示。我们在各种深度图像中获得的结果表明,与JPEG 2000等标准压缩技术相比,所提出的方案在更高的压缩比较时导致更高的压缩比率更低。此外,使用我们的方法,使用压缩的自适应网格表示深度图可以直接应用于渲染3D场景。

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