3D Mesh Texture Boundary Vertex Preservation
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Solution Overview
Problem
Progressive compression methods for three-dimensional objects with textures often result in graphic artifacts due to the removal of vertices that separate adjacent polygons with different textures, leading to visual quality degradation during decompression.
Innovation Solution
The method identifies and separates polygons with different textures by replacing common vertices with new ones and creating additional edges to preserve texture information, ensuring that these vertices are not removed during simplification, thus minimizing the appearance of artifacts during decompression.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If progressive compression methods remove vertices to simplify the mesh, then the mesh size is reduced and transmission efficiency is improved, but graphical artifacts appear at boundaries between polygons with different textures
Solution Approach 1:
The mesh is segmented into regions with uniform textures by identifying boundaries between adjacent polygons with different textures. Vertices at these boundaries are preserved, creating separate segments that maintain texture information integrity while allowing compression within each segment.
Solution Approach 2:
Before compression, the method preliminarily identifies and marks vertices that separate polygons with different textures. These vertices are protected from removal during the compression process, ensuring that texture boundaries are preserved and graphical artifacts are prevented.
2Loss of information
If vertices separating polygons with different textures are removed during simplification, then compression ratio is improved, but texture information is lost and visual quality degrades
Solution Approach 1:
The method introduces an intermediary classification mechanism that identifies vertices based on their role in separating different textures. This classification acts as a mediator between compression requirements and texture preservation, allowing the system to selectively protect boundary vertices while compressing other areas.
Solution Approach 2:
Different vertices are treated differently based on their local context. Vertices at texture boundaries are protected from removal, while vertices in homogeneous texture regions can be removed for compression. This local differentiation preserves visual quality where needed while achieving compression where possible.
3Quantity of substance
If the mesh is progressively simplified by removing vertices, then data size is reduced, but the time graphic artifacts are visible during decompression is extended
Solution Approach 1:
The method performs preliminary identification and protection of boundary vertices before the progressive simplification process begins. By pre-marking these critical vertices, the system ensures they are preserved throughout decompression, causing artifacts to appear later in the decompression process and thus reducing their visible duration.
Data Source
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AI summary
The invention relates to a method for compressing data representing a digital three-dimensional object, comprising: acquiring a three-dimensional object comprising a mesh formed from a plurality of polygons (12, 14), and a texture atlas of the polygons of the mesh, and simplifying the mesh by deletion of vertices, which deletes polygons and replaces same with new polygons having a broader face; and wherein, before the deletion of the vertices, the method comprises: identifying first (12) and second (14) adjacent polygons with different textures in the mesh, then splitting the first (B) and second (C) shared vertices by creating third (B') and fourth (C') vertices.