Mesh Geometry Coding with Depth-Scaled Rasterization

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Solution Overview

Problem

Current methods for compressing 3D meshes in video-based point cloud compression standards lack efficient mechanisms to encode connectivity and attributes of triangle faces, particularly for sparse meshes, leading to inefficiencies and potential loss of data.

Innovation Solution

A method involving depth information mapping to a luma channel using fewer bits, generating a depth scaling factor for bilinear interpolation, and performing normal filtering to adjust vertex positions based on estimated surface normals, utilizing one-ring, two-ring, or three-ring face neighborhoods for minimization of total normal angles.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If depth information is mapped to luma channel using fewer bits, then encoding efficiency is improved, but depth precision deteriorates

Engineering Contradiction:
Improveencoding efficiencyVSAvoiddepth precision
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

The patent applies parameter changes by introducing a depth scaling factor that transforms the depth values after quantization. By scaling the depth values back up during rendering, the system recovers precision from the reduced bit depth without needing to use more bits for encoding. This resolves the contradiction by changing the parameter representation rather than increasing the encoding bit depth.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If vertices are encoded using RAW patch data, then connectivity encoding flexibility is improved, but encoding efficiency deteriorates

Engineering Contradiction:
Improveconnectivity encoding flexibilityVSAvoidencoding efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent makes the depth image serve multiple functions: it encodes both the depth information and the normal direction information simultaneously. The normal filtering process uses the same depth data to compute surface normals, eliminating the need for separate normal maps or additional connectivity encoding. This multi-functionality improves encoding efficiency while maintaining flexibility.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Manufacturing precision

If normal filtering is applied to adjust vertex positions, then mesh reconstruction quality is improved, but processing complexity increases

Engineering Contradiction:
Improvemesh reconstruction qualityVSAvoidprocessing complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent performs normal filtering as a preliminary action during the encoding process, computing accurate surface normals before the actual mesh reconstruction. By pre-computing the normals from the depth image and applying them during rendering, the system improves mesh reconstruction quality without adding complex post-processing steps. The normal filtering is integrated into the existing rendering pipeline rather than being a separate complex operation.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12412313B2Mesh geometry coding
Publication Date: 2025.09.09 SONY GROUP CORP
  • US12412313B2 patent drawing
  • US12412313B2 patent drawing
  • US12412313B2 patent drawing

AI summary

Depth image generation is improved by more efficient encoding using video codecs. The mapping of the depth to the luma channel is performed by not using all bits available, and with the remaining bits, a depth scaling factor is generated and incorporated into the bilinear interpolation algorithm used during rasterization. A normal filtering procedure is described, where the positions of vertices are adjusted according to the normal estimated from the surface pixels. After decoding the depth image, the pixels related to the surface of a triangle are collected and used to estimate a plane and the normal of the plane. The normal is compared to the normal obtained from the plane defined by the three vertices of the triangle. If there is no match, the positions of the vertices are adjusted to match the estimated normal from the pixels' surfaces. The adjustment can follow an iterative minimization process.