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This study delves into advanced techniques for compressing dynamic 3D mesh content, focusing on skinning-based approaches for efficient data representation. The research explores key-frame representations, compression techniques, and motion-based segmentation, aiming for scalable rendering and compact coding. It reviews existing methods like vertex prediction and wavelets, while proposing new strategies for improving compression efficiency and animation quality. The text presents a detailed analysis of motion modeling, affine transforms, and cluster-based compression, offering insights for the 3D animation industry and beyond.
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CASA 2006 A Skinning Approach for Dynamic Mesh Compression Khaled Mamou Titus Zaharia Françoise Prêteux
3D animation industry Context & Objectives • Applications Virtual and augmented reality Cartoons Video games and CGI films
Dynamic 3D content Context & Objectives • Content creation Motion capture Skinning models Physical-based simulation … How to exchange, transmit and visualize such 3D content in a platform-independent manner ?!
Dynamic 3D content Interpolation Interpolation Context & Objectives 3D animation industry: key-frame representations • Principle Represent the animation sequence as a set of key-meshes Key-frames Apply interpolation procedures to generate the in-between frames at the desired framerate Animation
Dynamic 3D content Time-varying geometry Constant topology Context & Objectives Key-frame representations: dynamic 3D meshes • Sequence of meshes with: Constant topology Time-varying geometry • Advantages Generality Interoperability Content protection • Drawbacks Huge amount of data • Need of compact representations
Objectives • Compression efficiency Compactness of the coded representation • Progressive transmission Bitstream adaptation to different, fixed or mobile communication networks and terminal devices • Scalable rendering Bitstream adaptation for real-time rendering Context & Objectives
Previous work Skinning-based compression Experimental evaluation Conclusion et perspectives Outline
Previous work Skinning-based compression Experimental evaluation Conclusion et perspectives Outline
State of the art Vertex prediction Wavelets Dynamic 3D mesh compression PCA-based Clustering AWC • Emerging field of research GV MPEG-4/AFX-IC Dynapack • Four families of approaches PCA RT LPCA D3DMC CPCA
State of the art Vertex prediction Wavelets Dynamic 3D mesh compression PCA-based Clustering Skinning-based compression AWC • Principle: extension of the RT technique GV MPEG-4/AFX-IC Dynapack A more elaborated motion model: skinning New motion-based segmentation procedure PCA Temporal DCT-based compression of the residual errors RT LPCA D3DMC CPCA
Previous work Skinning-based compression Experimental evaluation Conclusion et perspectives Outline
General view Skinning-based compression Static encoder Compressed M0 Prediction residuals Compressed DCT coefficients M0 Temporal DCT Affine motion and weights estimation Affine transforms Animation weights Quantization and arithmetic encoding (Mi) Motion-based segmentation Partition
Motion-based segmentation Skinning-based compression • Objective Partition the mesh vertices into clusterswhose motion can be accurately described by a single affine motion
Motion-based segmentation Skinning-based compression • Principle For each vertex v, select a neighborhood v*
Motion-based segmentation Vector of homogeneous coordinates of vertex pat frame i Skinning-based compression • Principle For each vertex v, select a neighborhood v* … For each frame i, compute an affine transform Aiv Store the (Aiv)i of each vertex as a single vector αv Frame 0 Frame 1 Frame (F-1)
Motion-based segmentation Skinning-based compression • Principle For each vertex v, select a neighborhood v* For each frame i, compute an affine transform Aiv Store the (Aiv)i of each vertex as a single vector αv Determine the partition π= (πk)k by applying the k-means clustering algorithm to the set (αv)v Cow
Motion-based segmentation Skinning-based compression • Principle For each vertex v, select a neighborhood v* For each frame i, compute an affine transform Aiv Store the (Aiv)i of each vertex as a single vector αv Determine the partition π= (πk)k by applying the k-means clustering algorithm to the set (αv)v Dancer
General view Skinning-based compression Static encoder Compressed M0 Prediction residuals Compressed DCT coefficients M0 Temporal DCT Affine motion and weights estimation Affine transforms Animation weights Quantization and arithmetic encoding (Mi) Motion-based segmentation Partition
Affine motion estimation Skinning-based compression • Principle Model the motion of each cluster k at each frame i by an affine transform Hik Predict the geometry of frame i from frame 0 by using the affine transforms(Hik)k
Affine motion estimation 4% 0% Frame 0 Frame 36 Predicted frame 36 Error distribution Skinning-based compression • Performances Captures well the object motion Induces discontinuities at the level of clusters boundaries We need a more elaborated motion model
Skinning model Skinning-based compression • Objective Derive a continuous motion field • Principle Linearly combine the affine motion of adjacent clusters with appropriate weighting coefficients Compute the animation weights by solving a least squares minimization problem
General view Skinning-based compression Static encoder Compressed M0 Prediction residuals Compressed DCT coefficients M0 Temporal DCT Affine motion and weights estimation Affine transforms Animation weights Quantization and arithmetic encoding (Mi) Motion-based segmentation Partition
DCT-based compression of the residual errors Skinning-based compression • Objective Prediction error at frameiand vertex v Compress the residual errors by exploiting the temporal correlations • Principle For each vertex v, compute the spectra of its x, y and z errors Concatenate the spectral coefficients of all vertices into a single vector S Quantize and arithmetically encode S Well-adapted to progressive transmission
Previous work Skinning-based compression Experimental evaluation Conclusion et perspectives Outline
Experimental results Evaluation corpus: Snake 9179 vertices 134 frames
Experimental results Evaluation corpus: Dancer 7061 vertices 201 frames
Experimental results Evaluation corpus: Humanoid 7646 vertices 154 frames
Experimental results Evaluation corpus: Chicken 3030 vertices 400 frames
Experimental results Objective evaluation: criteria • Compression rates: bits per frame per vertex (bpfv) • Distortion measures: RMSE [MESH tool, Aspert et al, 2002] D: length of the diagonal of the object’s bounding box
Experimental results Compression results: Chicken RMSE • Performances D3DMC & skinning: best performances Skinning: up to 47% gain over D3DMC in term of bitrates bpfv
Experimental results Compression results: Snake RMSE • Performances PCA: worst performances (F>>V not verified) Skinning: up to 45% gain over RT in term of bitrates bpfv
Experimental results Compression results: Humanoid RMSE • Performances AFX-IC: poor performances: elementary predictor Skinning: up to 67% gain over D3DMC in term of bitrates bpfv
Experimental results Compression results: Dancer RMSE • Performances GV: re-meshing related problems Skinning: up to 65% gain over GV in term of bitrates bpfv
Previous work Skinning-based compression Experimental evaluation Conclusion et perspectives Outline
Conclusion & perspectives Summary • A new skinning-based compression techniques for dynamic meshes • Specifically efficient for articulated dynamic meshes • Gains range from 47% to 67% in terms of bitrates over state-of-the-art encoders
Conclusion & perspectives Future work • Optimize the motion-based segmentation stage: How to determine automatically the number of clusters? • Multiple and dynamic skinning models: Temporal segmentation of the sequence • Compression of other attributes: normals, texture coordinates…