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3D Geometry Coding using Mixture Models and the Estimation Quantization Algorithm Sridhar Lavu Masters Defense Electrical & Computer Engineering DSP GroupRice UniversitySeptember 2002
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3D Surfaces Video games Animations - Bug’s Life, Toy Story 2 3D object modeling - CAD e-commerce
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3D Surfaces Geometry, color, texture 3D scanning Polygon meshes Problem - large data sets Geometry compression 100,000 triangles
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Contribution 3D geometry coder Multilevel representation –Normal meshes EQ algorithm –Estimation-Quantization (EQ) –Local context information RD optimization
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Related Work Zerotree coder for the wavelet coefficients of normal meshes RD optimization based quantization algorithm for the wavelet coefficients of meshes
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Outline 3D surface data Multilevel representation Normal meshes Wavelet transform EQ algorithm Error metrics Results
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3D geometry data Geometry Polygon meshes Geometry & connectivity Geometry 0.0 0.0 0.0 1.0 0.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 0.5 0.5 1.0 Connectivity 0 1 2 2 3 1 0 1 4 1 2 4 2 3 4 3 0 4
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Multilevel Representations OriginalCoarseMultilevel triangular meshes Original Normal meshes
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Normal meshes Multilevel representation Base mesh Successively refine the mesh –Subdivision
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Subdivision Linear subdivision Butterfly subdivision Loop subdivision
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Butterfly Subdivision
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Normal Meshes Predict b and n Find intersection Store offset 1 number per vertex
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Wavelet Transforms Irregular data Lifting scheme – predict and update Subdivision – predict step Wavelet transforms –Butterfly wavelet transform –Loop wavelet transform
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Wavelet Transforms and Normal Meshes Wavelet coefficients Non-normal vertices
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Related Work - Zerotree Zerotrees Zerotree coding Mesh zerotree Mesh zerotree coding EQ coding
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Review Multilevel representations for meshes Normal meshes Wavelet transforms –Subdivision –Lifting Related work - ZT based algorithm Contribution – EQ based algorithm
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3D EQ Coder Local context information Model for wavelet coefficients –Generalized Gaussian distribution EQ Algorithm –Estimate Step –Quantize Step –RD Optimization
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Wavelet Coefficient Model Generalized Gaussian distribution
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Wavelet Coefficient Model Generalized Gaussian (GGD) – ShapeFixed at each level – VarianceLocal neighborhood – MeanZero
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EQ Algorithm Scan the vertices –Estimate, quantize, encode Estimate step - variance –Local neighborhood –Causal neighborhood –Quantized neighbors Quantize step –Deadzone quantizer –RD optimization
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EQ Algorithm (cont.) RD optimization –Rate = -log(probability) –Distortion = MSE of coefficients Entropy coding –Arithmetic coder
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Normal vs. Tangential Smooth surfaces Global error contribution –NormalHigher –TangentialLower Precision –NormalHigherLower l –Tangential LowerHigher l Most tangential components are zero –Single quantizer per level
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Neighborhood
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Ordering - Base Triangles
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Ordering - Vertices
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Summary of EQ Algorithm Pick l Determine ordering –Ordering of base triangles –Ordering inside each base triangle Local causal neighborhood Estimate s Quantize using RD optimization Normal vs. tangential
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Error metrics MSE ? Hausdorff distance Min, max, mean, mean squared Performance Measure
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Results Metric - PSNR Bits-per-vertex (bpv) Reconstructed mesh vs. original mesh Metro and MeshDev software tools
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Results - EQ vs. ZT
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Results EQ vs. ZT (Lifted Butterfly)
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Results - EQ vs. ZT (Loop Wavelets)
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Results (Bounds) Upper bound –Complete context Lower bound –No context
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Summary Multilevel representations Normal meshes Wavelet transforms GGD model Local context based coder EQ vs. ZT
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Conclusion & Future Work Conclusions –GGD model + EQ algorithm –0.5 – 1 dB gain Future work –Vertex based error for RD optimization New algorithms –Space-Frequency quantization (SFQ)
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Scaling Coefficients and Connectivity Scaling coefficients –Vertices of base mesh –Uniform quantization Connectivity –Semi-regular connectivity –Base mesh connectivity –TG Coder (lossless)
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Lifting (Predict, Update) Forward Inverse
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Lifting - Haar Split Predict Update
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Loop Wavelet Transform
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Causal Neighborhoods
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EQ – Unpredictable sets Empty causal neighborhood Zero s estimate Classify as unpredictable (U) set Model U set as zero-mean GGD Use a single s and n for U set
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EQ – Threshold step Iteration of E and Q steps First iteration Threshold coefficients Partition U and P sets Estimate s and n Use estimates in next iteration
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Normal Predictable Set
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Normal Unpredictable Set
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Tangential Set
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Hausdorff Distance
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Mesh Zerotree Coding
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Results – Venus PSNR BPV0.250.51.02.03.04.0 EQ lifted BW63.768.674.279.281.783.2 ZT lifted BW63.068.273.778.981.781.9 EQ unlifted BW63.568.674.178.981.483.0 ZT unlifted BW62.467.873.078.481.281.5 EQ Loop Wavelet60.065.371.376.479.481.4 ZT Loop Wavelet60.966.171.877.179.7
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Results – Rabbit PSNR BPV0.250.51.02.02.53.0 EQ lifted BW70.375.780.984.285.185.6 ZT lifted BW69.375.180.984.084.1 EQ unlifted BW70.075.380.684.085.085.5 EQ unlifted BW68.774.780.483.6
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