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Optimizing octree motion representation for 3D animation
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Source ACM Southeast Regional Conference archive
Proceedings of the 44th annual Southeast regional conference table of contents
Melbourne, Florida
SESSION: Graphics and real-time systems table of contents
Pages: 50 - 55  
Year of Publication: 2006
ISBN:1-59593-315-8
Authors
Jinghua Zhang  Wesleyan College, Macon, Georgia
Jinsheng Xu  North Carolina A&T State University, Greensboro, NC
Publisher
ACM  New York, NY, USA
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ABSTRACT

Geometry compression is the coding of 3D geometric data in a form that requires less space to store and less bandwidth to transmit. Animated geometry compression is the compression of temporal sequences of geometric data. An octree-based motion representation method in which a small set of motion vectors are generated for each frame by analyzing the motion between consecutive frames was proposed in a previous research. The goal of this paper is to optimize the octree-based animated geometry compression algorithm by storing the motion vectors at non-leaf nodes in contrast to the original method where motion vectors are stored only in leaf nodes. Some leaf nodes do not need to store the motion vectors by inheriting their parents' motion vectors. This method especially benefits the animation where most regions have simple movement and small area has complicated movements. The proposed technique will always perform better than the original method. In some cases, it may have much better compression ratio than the original method. This new approach is easy to implement on top of original octree-based algorithm and has faster encoding and decoding speed.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Jinghua Zhang: colleagues
Jinsheng Xu: colleagues